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resource research Media and Technology
The emerging field of the learning sciences one that is interdisciplinary, drawing on multiple theoretical perspectives and research paradigms so as to build understandings of the nature and conditions of learning, cognition, and development. Learning sciences researchers investigate cognition in context, at times emphasizing one more than the other but with the broad goal of developing evidence-based claims derived from both laboratory-based and naturalistic investigations that result in knowledge about how people learn. This work can involve the development of technological tools, curriculum
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TEAM MEMBERS: Sasha Barab Kurt Squire
resource research Media and Technology
The Radio is an instrument of communication that has percolated to all the strata of the diverse Indian society. Its position has been consolidated through history as a regular companion and a source of information and entertainment. Its affordability, accessibility and non-reliance on costly resources have ensured its presence in almost all the households. It has become indispensable from kitchens, family rooms and even workspaces. It is one of the few or rather the only medium of communication after the print media wherein information dissemination still is primary and entertainment a
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TEAM MEMBERS: Bhaumik Thakar ABHAY KOTHARI
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG), a research firm in Cambridge, Massachusetts specializing in program evaluation, has been conducting external evaluation of ZOOM for WGBH-TV Boston since 1998. GRG's Season VI evaluation comprised a pilot test to investigate the effectiveness of the new online ZOOMSCITM TRAINING: LEARN TO LEAD SCIENCE ACTIVITIES (ZOOMsci Training), a self-directed, online tutorial designed to help afterschool educators learn how to lead hands-on science activities with kids ages 8 to 11. The goal of the training is to motivate leaders, help them develop science-teaching
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TEAM MEMBERS: Irene F Goodman WGBH
resource project Media and Technology
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers The MIT Media Laboratory and UCLA propose to develop and study a new networked, media-rich programming environment, designed specifically to enhance the development of technological fluency at after-school centers in economically disadvantaged communities. This new programming environment (to be called Scratch) will be grounded in the practices and social dynamics of Computer Clubhouses, a network of after-school centers where youth (ages 10-18) from low-income communities learn to express themselves with new technologies. We will study how Clubhouse youth (ages 10-18) learn to use Scratch to design and program new types of digital-arts projects, such as sensor-controlled music compositions, special-effects videos created with programmable image-processing filters, robotic puppets with embedded controllers, and animated characters that youth trade wirelessly via handheld devices. Scratch's networking infrastructure, coupled with its multilingual capabilities, will enable youth to share their digital-arts creations with other youth across geographic, language, and cultural boundaries. This research will advance understanding of the effective and innovative design of new technologies to enhance learning in after-school centers and other informal-education settings, and it will broaden opportunities for youth from under-represented groups to become designers and inventors with new technologies. We will iteratively develop our technologies based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses will serve as a model for other after-school centers in economically-disadvantaged communities, demonstrating how informal-learning settings can support the development of technological fluency, enabling young people to design and program projects that are meaningful to themselves and their communities.
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TEAM MEMBERS: Mitchel Resnick John Maeda Yasmin Kafai
resource research Media and Technology
Mobile technologies are a familiar part of the lives of most teachers and students in the UK today. We take it for granted that we can talk to other people at any time, from wherever we may be; we are beginning to see it as normal that we can access information, take photographs, record our thoughts with one device, and that we can share these with our friends, colleagues or the wider world. Newer developments in mobile phone technology are also beginning to offer the potential for rich multimedia experiences and for location-specific resources. The challenge for educators and designers
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TEAM MEMBERS: Laura Naismith Peter Lonsdale Giasemi Vavoula Mike Sharples
resource research Media and Technology
The concern with a "digital divide" has been transformed from one defined by technological access to technological prowess--employing technologies for more empowered and generative uses such as learning and innovation. Participation in technological fluency-building activities among high school students in a community heavily involved in the technology industry was investigated in a study of 98 high school seniors enrolled in AP-level calculus. Findings indicated substantial variability in history of fluency-building experiences despite similar levels of access. More and less experienced
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The main objective of the CONNECT project is to develop an innovative pedagogical framework that attempts to blend formal and informal learning, proposing an educational reform to science teaching. The project will create a network of museums, science centres and schools across Europe, to develop, apply and evaluate learning schemes by pointing to a future hybrid classroom that builds on the strengths of formal and informal strategies. The proposed approach will impact upon the fields of instructional technology, educational systems design and museum education. It will explore the integration
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TEAM MEMBERS: Sofoklis Sotiriou Eleni Chatzichristou Stavros Savas Nikolaos Ouzounoglou Lynn Dierking Salmi Hannu Sakari Avi Hoffstein Sherman Rosenfeld
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Media and Technology
Quarked!™ is a collaborative physics education project at the University of Kansas that provides engaging and educational science experiences for youth ages 7 and up, educators and the general public. This multimedia project material focuses on concepts of scale and matter, and presents subatomic particles as relatable characters in both human and quark or electron form that explore science through story-driven adventures. It includes a comprehensive website with a range of materials including animated videos, games, apps, FAQs and lesson plans, as well as hands-on education programs at the University of Kansas Natural History Museum. Initially, funded through an NSF EPSCoR grant (Grant No. EPS-0236913 and matching support from the State of Kansas through the Kansas Technology Enterprise Corporation and EPP-0354836), this projects continued to grow and new resources have been added through funding from the Kauffman Foundation, Google grants and other NSF awards. Quarked.org attracts more than 75,000 unique visitors annually, local PBS television stations in Kansas and Missouri broadcast the 3D animated videos, and the museum programs have reached more than than 5,000 school participants and continue to be offered.
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TEAM MEMBERS: Kristin Bowman-James Teresa MacDonald
resource research Media and Technology
Increasingly, collaboration between business, non-profit, health and educational agencies is being championed as a powerful strategy to achieve a vision otherwise not possible when independent entities work alone. But the definition of collaboration is elusive and it is often difficult for organizations to put collaboration into practice and assess it with certainty. Program evaluators can assist practitioners concerned with the development of a strategic alliance predicated on collaboration by understanding and utilizing principles of collaboration theory. The Strategic Alliance Formative
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TEAM MEMBERS: Rebecca Gajda
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG), an evaluation research firm specializing in the evaluation of educational programs, services, and materials, is conducting an evaluation of PEEP and the Big Wide World (PEEP). The primary focus of the evaluation is to assess PEEP's appeal and the extent to which the various components of PEEP (e.g., television series, Web site, and educators' print guide) contribute to encouraging children ages 3-5 years to engage in hands-on science explorations of their everyday environments. GRG employed several data collection methods to assess PEEP, including a children
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TEAM MEMBERS: Jennifer Beck WGBH-TV Boston Jennie Murack Irene F Goodman