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resource research Media and Technology
In this article we examine educational assessment in the 21st century. Digital learning environments emphasize learning in action. In such environments, assessments need to focus on performance in context rather than on tests of abstracted and isolated skills and knowledge. Digital learning environments also provide the potential to assess performance in context, because digital tools make it possible to record rich streams of data about learning in progress. But what assessment methods will use this data to measure mastery of complex problem solving -- the kind of thinking in action that
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TEAM MEMBERS: David Williamson Shaffer David Hatfield Gina Navoa Svarovsky Padraig Nash Aran Nulty Elizabeth Bagley Ken Frank Andre Rupp Robert Mislevy
resource research Media and Technology
New technologies, such as multi-touch tables, increasingly provide shareable interfaces where multiple people can simultaneously interact, enabling co-located groups to collaborate more flexibly than using single personal computers. Soon, these technologies will make their way into the classroom. However, little is known about what kinds of learning activities they will effectively support that other technologies, such as mobile devices, whiteboards, and personal computers, are currently unable to do. We suggest that one of the most promising uses of shareable interfaces is to support learning
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TEAM MEMBERS: Jochen Rick Yvonne Rogers Caroline Haig Nicola Yuill
resource research Media and Technology
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
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TEAM MEMBERS: Elizabeth Simpson
resource research Media and Technology
Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
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TEAM MEMBERS: Edward Dieterle
resource research Media and Technology
This paper examines the benefits and obstacles to young people's open-ended and unrestricted access to technological environments. While children and youth are frequently seen as threatened or threatening in this realm, their playful engagements suggest that they are self-possessed social actors, able to negotiate most of its challenges effectively. Whether it is proprietary software, the business practices of some technology providers, or the separation of play, work, and learning in most classrooms, the spatial-temporality of young people's access to and use of technology is often configured
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TEAM MEMBERS: Gregory Donovan Cindi Katz
resource research Media and Technology
Technology designers are faced with the challenge of accounting for the breadth of children's experiences in their interactions with technology, even as the field of human-computer interaction has maintained a primary focus on "use" as the main interaction paradigm. To address this challenge, I propose that designers account for children's relationships with technology by considering six facets of interactional constructivist development: embodied, situated, dynamic, intentional, social, and moral. To support this proposal, I first review the intellectual development of interactional
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TEAM MEMBERS: Nathan Freier
resource research Media and Technology
In 2007, 270 youth (10-15 years of age) participated in our study designed to assess kids' perceptions about using a remotely operated vehicle (ROV) to explore underwater habitats and how the ROV could facilitate engagement with the environment. The three programs we conducted were vessel-based and integrated an ROV component into existing environmental education programs. Two were conducted in the Chesapeake Bay near Northeast, Maryland, and one was conducted offshore near Fort Pierce, Florida. Using a mixed-methods approach, respondents indicated significantly more positive perceptions than
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TEAM MEMBERS: Laurlyn Harmon Mark Gleason
resource research Public Programs
Youth Day, held in Griffith Park in Los Angeles, California, was an exploratory study to determine whether technology attracts kids to outdoor activities. Four activities were offered -- two were dependent on technology and two were not. The two technology-dependent activities were a camera safari and geocaching for treasure. The activities not dependent on technology were paper etching or rubbings of natural surfaces and a nature scavenger hunt. Thirty-eight young people (ages 6 to 17) participated in the activities. The children voted on how much they liked each activity. The technology
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TEAM MEMBERS: Deborah Chavez
resource research Media and Technology
This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By
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TEAM MEMBERS: Caroline Pelletier
resource research Media and Technology
Virtual communities have been extensively examined -- including their history, how to define them, how to design tools to support them, and how to analyze them. However, most of this research has focused on adult virtual communities, ignoring the unique considerations of virtual communities for children and youth. Young people have personal, social, and cognitive differences from adults. Thus, while some of the existing research into adult virtual communities may be applicable, it lacks a developmental lens. Based on our work of designing and researching virtual worlds for youth, we describe
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TEAM MEMBERS: Laura Beals Marina Umaschi Bers
resource research Media and Technology
Both in common parlance and within the academy, the word “learning” has broad and varied meanings. On the street, we apply the same term to a child who, as a result of bitter experience, will no longer tease an older, tougher peer, and to those who achieve the highest Latinate degrees after many years of study at the University. In the field of psychology, “learning” was the major topic in America for fifty years, before it was replaced and almost consigned to oblivion, courtesy of the “cognitive revolution” of the 1960s (Gardner 1985). Now, with study becoming a lifelong enterprise, and with
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TEAM MEMBERS: Margaret Welgel Carrie James Howard Gardner
resource research Professional Development, Conferences, and Networks
The Delaware Valley Innovation Network (DVIN); a coalition of government, industry and educational institutions, received a three-year $5.1 million federal grant to create a data tool that incorporates economic, research and development, investment and real-time job information to provide a current and accurate picture of the region's life science economy and its assets. The project goal was to expand the talent pool for life sciences companies in southeastern Pennsylvania, South Jersey and northern Delaware. DVIN generated research projects, inventory assessments, cross-disciplinary
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TEAM MEMBERS: Delaware Valley Innovation Network John Hall