Skip to main content

Community Repository Search Results

resource project Media and Technology
Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity?

Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won't just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a promising practice for increasing gender diversity in IT.
DATE: -
TEAM MEMBERS: Mitchel Resnick
resource project Exhibitions
The four New England museums of the Environmental Exhibit Lab (EEC) set out in the Fall of 2011 to create a replicable model of collaborative professional development for small museums. At small institutions, impending deadlines, budget and staffing limitations, and professional isolation all too often get in the way of true innovation. The goal of Exhibit Lab was to help staff who, though conversant with current museum theory, sometimes struggle to apply that theory to their daily work, or to disseminate these ideas through an institution. Exhibit Lab relied on a carefully crafted mix of meetings, workshops and staff exchanges, a combination of outside experts and peer-to-peer mentoring, to foster a community of practitioners, engaged in collaborative learning-by-doing. In short, the participants created a "virtual department" in which we came to rely as quickly on our peers in a partner museum as quickly as we would to a co-worker down the hall had we worked in a larger museum. The Exhibit Lab project focused on the work of the Exhibit and Program/Education staffs, but we feel that the project model holds lessons for other museum departments, and for museums outside the Children's and Science museum sphere.
DATE: -
TEAM MEMBERS: Worcester Natural History Society dba EcoTarium Betsy Loring Alexander Goldowsky Suzanne Olson Chris Sullivan Phelan Fretz Julie Silverman Neil Gordon Denise LeBlanc Joseph P. Cox