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Learning Environment

Displaying Results 1 - 10 of 115
  • Date: 12/12/2009
    Resource Category: Reference Materials
    This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth ... »
  • Date: 12/12/2009
    Resource Category: Reference Materials
    Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of ... »
  • Date: 12/01/2009
    Resource Category: Evaluation Reports
    Internet Community of Design Engineers (iCODE) program, which took an innovative approach to structuring self-directed learning –– using a collaborative on-line environment to facilitate hands-on activities, was a three year program led by the University of Massachusetts Lowell and Machine Science Inc., Cambridge. The overall objective of this ... »
  • Date: 10/31/2009
    Resource Category: Summative
    Summative evaluation of four programs created by the NISE Network. The survey instrument used in this study is included in the appendix of this report. ... »
  • Date: 10/01/2009
    Resource Category: Project Descriptions
    Backyard Mystery is an NSF-funded curriculum, focused on diseases, pathogens and careers, using interactive paper and physical activities. Content is for middle school participants in afterschool settings, like 4-H and other similar venues. The curriculum engages student interest in genetics and genomics and in the bioSTEM workforce. The ... »
  • Date: 10/01/2009
    Resource Category: Evaluation Reports
    Youth Radio, an after-school media production program, consists of a main campus in Oakland, CA, and regional bureaus in Atlanta, GA, Washington, D.C., and Los Angeles, CA. Youth Radio’s model is to engage underserved young people in broadcast journalism, radio and web production, engineering, and media literacy through media projects that are ... »
  • Date: 10/01/2009
    Resource Category: Research and Evaluation Instruments
    The NISE Net Public Impacts Summative Evaluation focuses on measuring the public outcomes and impacts of NISE Net activities. The design of the evaluation studies is driven by a program theory model that maps the pathways NISE Net has developed for delivering nanoscale science, engineering and technology (NSET) programs and exhibits to the public ... »
  • Date: 10/01/2009
    Resource Category: Research and Evaluation Instruments
    In 2006, the Institute for Advanced Learning and Research (IALR) received a three-year grant from the National Science Foundation's Information/Innovative Technology Experiences for Students and Teachers (ITEST) division to create the Dan River Information Technology Academy (DRITA) for under-served high school students in rural Virginia. The only ... »
  • Date: 10/01/2009
    Resource Category: Project Descriptions
    An Early Concept Grant for Exploratory Research (EAGER) has been given to The ASTA Group, LLC to create a blueprint for an International Conference on Cyberlearning that would explore radically different approaches to both formal and informal learning at a national level. The EAGER will bring together essential individuals and organizations across ... »
  • Date: 10/01/2009
    Resource Category: Formative
    This report presents findings from the evaluation of the Baseball Stories user generated content (UGC) project. The Baseball Stories project was created by the Information and Interactive Technology Department to allow people to share stories about their experiences with baseball for display in the Baseball As America traveling exhibition. As a ... »

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