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resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource research Public Programs
This guide describes what took place during NYSCI’s Big Data for Little Kids workshop series, Museum Makers: Designing With Data. In addition to detailed outlines of the activities implemented during the program, this guide includes a glossary of recurrent terms and resources used throughout the workshops. In 2017, as part of a National Science Foundation funded project, the New York Hall of Science (NYSCI) set out to teach Big Data concepts to children ages 4 – 8 years old. NYSCI developed and piloted an after-school program for families to utilize the data cycle as a method of informed
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TEAM MEMBERS: ChangChia James Liu
resource research Media and Technology
In this literature review, we seek to understand in what ways aspects of computer science education and making and makerspaces may support the ambitious vision for science education put forth in A Framework for K-12 Science as carried forward in the Next Generation Science Standards. Specifically, we examine how computer science and making and makerspace approaches may inform a project-based learning approach for supporting three-dimensional science learning at the elementary level. We reviewed the methods and findings of both recently published articles by influential scholars in computer
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TEAM MEMBERS: Samuel Severance Susan Codere Emily Miller Deborah Peek-Brown Joseph Krajcik
resource research Media and Technology
The days of desktop dominance are over. Mobile has swiftly risen to become the leading digital platform, with total activity on smartphones and tablets accounting for an astounding 60 percent of digital media time spent in the U.S. The fuel driving mobile’s relentless growth is primarily app usage, which alone makes up a majority of total digital media engagement at 52 percent. In this report we let the numbers and charts do most of the talking, as the story of today’s app landscape is told through the visualization of comScore’s mobile data.
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TEAM MEMBERS: Adam Lella Andrew Lipsman
resource research Media and Technology
This white paper lays out an expanded vision for “public media 2.0” that places engaged publics at its core, showcasing innovative experiments from its “first two minutes,” and revealing related trends, stakeholders, and policies. Public media 2.0 may look and function differently, but it will share the same goals as the projects that preceded it: educating, informing, and mobilizing its users.
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TEAM MEMBERS: Jessica Clark Patricia Auferheide
resource research Media and Technology
NSF's Cyberinfrastructure Vision for 21st Century Discovery is presented in a set of interrelated chapters that describe the various challenges and opportunities in the complementary areas that make up cyberinfrastructure: computing systems, data, information resources, networking, digitally enabled-sensors, instruments, virtual organizations, and observatories, along with an interoperable suite of software services and tools. This technology is complemented by the interdisciplinary teams of professionals that are responsible for its development, deployment and its use in transformative
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TEAM MEMBERS: National Science Foundation
resource research Media and Technology
The on-line information environment has changed dramatically since the earliest on-line systems emerged in the early 1960s. Growth has occurred both in the number of users of on-line information as well as in the number of on-line information resources and providers. The rate of growth in each of these areas increased exponentially with the availability of the public Internet and the World Wide Web. These foundational technological developments created an environment in which almost anyone can “publish” or function as an information provider and have virtually instantaneous access to massive
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TEAM MEMBERS: Jose-Marie Griffiths Donald King
resource research Media and Technology
This paper details a long-term evolving effort to provide evaluation instruction designed to address specific information needs for selected target groups from a centralized location within a networked environment. Additionally, this paper examines a content design process that focuses on user-centered data-appropriate evaluation methods where the content of the instructional system is comprehensive, organized, and presented for use by library researchers and practitioners in a variety of library settings and situational contexts. Specific examples of web-based evaluation instructional systems
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TEAM MEMBERS: John Snead Charles McClure John Bertot Paul Jaeger
resource research Media and Technology
Through the Digital Media in Everyday Life research initiative, The Museum of Science and Industry, Chicago seeks to better understand our audience and their relationship to technology and digital media in order to inform the development of our own digital initiatives. Our definition of “audience” is necessarily broad, and includes visitors to the Museum as well as users of all our online, mobile, and social media experiences. Therefore it is not only important for us to understand what mobile devices visitors might bring into the Museum, but also how users behave online and in social networks
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TEAM MEMBERS: Steven Beasley Annie Conway
resource research Media and Technology
Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital
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TEAM MEMBERS: Joan Ganz Cooney Center Becky Herr-Stephenson Diana Rhoten Dan Perkel Christo Sims
resource research Media and Technology
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 in order to reflect upon the relationship between new media and learning.
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TEAM MEMBERS: University of California, Irvine Mizuko Ito Becky Herr-Stephenson
resource research Media and Technology
An agenda on cyberlearning programs and projects funded by the National Science Foundation.
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TEAM MEMBERS: Christine L. Borgman