Skip to main content

Community Repository Search Results

resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Jessica Andrews Melissa Carlson Jason Yip
resource project Media and Technology
Successful peer-to-peer practices in informal science learning (ISL) are often not well defined, but further investigation has the potential to help uncover how to motivate and scaffold children's joint learning in science and engineering. Team Hamster!, a PBS KIDS interactive digital series that helps youth think creatively and use engineering skills to solve problems with everyday tools, will be used to achieve the goals of this project.
DATE: -
TEAM MEMBERS: Jessica Andrews Jason Yip Melissa Carlson
resource research Media and Technology
The executive summary of the Formative Research Report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities.
DATE:
TEAM MEMBERS: Janna Kook Camille Ferguson Lucy Nelson Marisa Wolsky Jessica Andrews
resource research Media and Technology
This is the formative research report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities
DATE:
TEAM MEMBERS: Marisa Wolsky Jessica Andrews Janna Kook Lucy Nelson Camille Ferguson
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
DATE: -
TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource research Media and Technology
In recent years, transmedia has come into the spotlight among those creating and using media and technology for children. We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age. Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature
DATE:
TEAM MEMBERS: Becky Herr-Stephenson Meryl Alper Erin Reilly
resource project Media and Technology
This project will capitalize on the power of story to teach foundational computational thinking (CT) concepts through the creation of animated and live-action videos, paired with joint media engagement activities, for preschool children and their parents. Exposure at a young age to CT is critical for preparing all students to engage with the technologies that have become central to nearly every occupation. But despite this recognized need, there are few, if any, resources that (1) introduce CT to young children; (2) define the scope of what should be taught; and (3) provide evidence-based research on effective strategies for bringing CT to a preschool audience. To meet these needs, WGBH and Education Development Center/Center for Children and Technology (EDC/CCT) will utilize an iterative research and design process to create animated and live-action videos paired with joint media engagement activities for parents and preschool children, titled "Monkeying Around". Animated videos will model for children how to direct their curiosity into a focused exploration of the problem-solving process. Live-action videos will feature real kids and their parents and will further illustrate how helpful CT can be for problem solving. With their distinctive visual humor and captivating storytelling, the videos will be designed to entice parents to watch alongside their children. This is important since parents will play an important role in guiding them in explorations that support their CT learning. To further promote joint media engagement, hands-on activities will accompany the videos. Following the creation of these resources, an experimental impact study will be conducted to capture evidence as to if and how these resources encourage the development of young children's computational thinking, and to assess parents' comfort and interest in the subject. Concurrent with this design-based research process, the project will build on the infrastructure of state systems of early education and care (which have been awarded Race to the Top grants) and local public television stations to design and develop an outreach initiative to reach parents. Additional partners--National Center for Women & Information Technology, Code in Schools, and code.org (all of whom are all dedicated to promoting CT)--will further help bring this work to a national audience.

Can parent/child engagement with digital media and hands-on activities improve children's early learning of computational thinking? To answer this question, WGBH and EDC/CCT are collaborating on a design-based research process with children and their parents to create Monkeying Around successive interactions. The overarching goal of this mixed-methods research effort is to generate evidence that supports the development of recommendations around the curricular, instructional, and contextual factors that support or impede children's acquisition of CT as a result of digital media viewing and hands-on engagement. Moving through cycles of implementation, observation, analysis, and revision over the course of three years, EDC/CCT researchers will work closely with families and WGBH's development team to determine how children learn the fundamentals of CT, how certain learning tasks can demonstrate what children understand, how to stimulate interest in hands-on activities, and the necessary scaffolds to support parental involvement in the development of children's CT. Each phase of the research will provide rich feedback to inform the next cycle of content development and will include: Phase 1: the formulation of three learning blueprints (for algorithmic thinking, sequencing, and patterns); Phase 2: the development of a cohesive set of learning tasks to provide evidence of student learning, as well as the production of a prototype of the digital media and parent/child engagement resources (algorithmic thinking); Phase 3-Part A: pilot research on the prototype, revisions, production of two additional prototypes (sequencing and patterns); Phase 3-Part B: pilot research on the three prototypes and revisions; and Phase 4: production of 27 animated and live-action videos and 18 parent/child engagement activities and a study of their impact. Through this process, the project team will build broader knowledge about how to design developmentally appropriate resources promoting CT for preschool children and will generate data on how to stimulate interest in hands-on activities and the necessary scaffolds to support parental involvement in the development of children's CT. The entire project represents an enormous opportunity for WGBH and for the informal STEM media field to learn more about how media can facilitate informal CT learning in the preschool years and ways to broaden participation by building parents' capacity to support STEM learning. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
DATE: -
TEAM MEMBERS: Marisa Wolsky Heather Lavigne
resource research Media and Technology
This poster from the 2014 AISL PI Meeting presents Peg + Cat, a research and development project that explores the mechanisms that initiate and support innovation in early childhood education, especially by combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning.
DATE:
TEAM MEMBERS: The Fred Rogers Company Alan Friedman
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes PEEP and the Big Wide World, a fully bilingual website (in Spanish and English) containing 120 animated stories and live-action video segments; 21 online games; 120 offline “Anywhere Science and Math” activities for families; an extensive curriculum for preschool educators; and 14 Android and iOS mobile apps for kids.
DATE:
TEAM MEMBERS: WGBH Educational Foundation Marisa Wolsky
resource project Media and Technology
This research and development project explores the mechanisms that initiate and support innovation in early childhood education, especially in combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning. Deliverables include 27 episodes of Peg+Cat, an animated math adventure series on PBS, 8 related online games and apps, summer math institutes and school-year training for preschool/Head Start teachers, and complementary activities and resources to support parent's knowledge and practice and student's engagement, interest, and learning of foundational math concepts. The research agenda will test several hypotheses regarding the strategies to extend teacher's math content knowledge and pedagogy and parent/ caregiver's understanding and valuing of math. A key question will focus on how coupled learning opportunities (professional development for teachers, transmedia, and support for families) enable and sustain children's engagement and learning in math. Formative evaluation of the media components will use focus groups of 3-5 year olds to assure develerables are engaging and accessible. The summative evaluation by Rockman et al will focus on how well the project met its overall goals including the project implementation, and impacts on Head Start teachers, parents/caregivers, and preschoolers. The project's transmedia deliverables will reach millions of preschoolers through daily PBS broadcasts and online games and apps. Fifty Head Start teachers will participate in the two-year professional development program and will be using new content knowledge and pedagogy to teach 550 Head Start children in southwest Pennsylvania and engage their parents/caregivers. The Head Start infrastructure will provide further dissemination of the project's findings and resources.
DATE: -
TEAM MEMBERS: Hedda Sharapan Chris Rodgick Cynthia Tananis Nancy Bunt Mallary Swartz Camellia Sanford-Dolly