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resource research Media and Technology
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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TEAM MEMBERS: Jose Bidarra Meagan Rothschild Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
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TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource project Media and Technology
Youth EXPO: Youth Exploring the Potential of Virtual Worlds was a proof-of-concept study to determine if an immersive, 3D virtual environment is an effective medium to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. The project was conducted by the Miami Science Museum in partnership with Goddard Institute of Space Sciences and Goddard Space Flight Center, and implemented with high school students in Miami. The overall goal of the project was to develop a prototype cyber resource to promote awareness of climate change and careers in climatology, in support of NASA’s role in helping youth understand how Earth’s global climate system is changing. YouthEXPO explored the extent to which 3D virtual learning experiences can increase high school students’ conceptual understanding of complex scientific issues related to climate change. This was accomplished through the development of a series of virtual exhibits, YouthEXPO Island, and pilot testing of the exhibition with high school students as part of a broader climate change curriculum. Youth EXPO Island is a series of simulations in an immersive, 3D virtual world environment designed to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. Modules include EarthLab, IceLab, VolcanoLab and SpaceLab, four environmental simulations where avatars can analyze the relationship between global temperature change and a variety of climate factors, learn about remote sensing and field sampling techniques, and explore related careers.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
Mission: Moonbase is an interactive lunar colony simulation designed to inspire and educate participants of all ages. Prominently situated in the largest children’s science center at the Museum of Science & Industry (MOSI), Mission: Moonbase engages the general public as an exhibition. It also serves as an immersive, team-based experience for thousands of students in area school districts, Girl Scouts, Boy Scouts, etc. Through the use of high-tech gaming technologies in a facilitated, immersive environment, participants are challenged to operate lunar colony while learning and applying STEM (Science, Technology, Engineering, and Mathematics) knowledge and skills. Mission: Moonbase will continue to serve as an inspirational catalyst for students and families on the importance of STEM, NASA’s missions and career opportunities, and the value of space exploration in a fun, exciting way. Mission: Moonbase serves as an educational setting and dynamic experience for students and families with the support of educators and scientists with an eye on promoting a better future.
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TEAM MEMBERS: Kathy Prossick Anthony Pelaez
resource project Media and Technology
The Children’s Museum developed From the Blue Planet to the Red Planet: Exploring Planetary Science to provide opportunities for students in grades 4 through 8, teachers, and families to learn about Mars exploration. The Museum partnered with the Connecticut Center for Advanced Technology (CCAT) on four teacher professional development modules related to aspects of planetary science: soil and plant study, air pressure, robotic exploration, and the comparison of Mars and Earth. Teachers who attended free workshops could bring students to the Museum for classroom and planetarium experiences. The Museum received support from Central Connecticut State University and technical advice from Phoenix Project scientists at JPL. The Museum created a timeline of Mars exploration history with video clips of milestones and an accompanying quiz kiosk. CCAT created virtual Mars drive-through experiences with which visitors could explore the planet. The Travelers ScienceDome Planetarium staff wrote, directed, and animated a full-dome planetarium program about the future study of Mars that was finished in December 2012. For over two years the Museum has sponsored free, monthly Mars Madness programs during which the general public can visit the exhibit, see a Mars-related planetarium program, and test out some of the hands-on activities developed for the school groups. The Museum hoped to reach a diverse audience, especially, those people who might otherwise not afford admission. We have produced four teacher professional development guides with hands-on activities, an exhibit for our facility, a dedicated website, and a planetarium program.
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TEAM MEMBERS: Bob Griesmer
resource research Media and Technology
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource research Media and Technology
This study explored whether adding a haptic interface (that provides users with somatosensory information about virtual objects by force and tactile feedback) to a three-dimensional (3D) chemical model enhanced students' understanding of complex molecular interactions. Two modes of the model were compared in a between-groups pre- and posttest design. In both modes, users could move and rotate virtual 3D representations of the chemical structures of the two molecules, a protein and a small ligand molecule. In addition, in a haptic mode users could feel the interactions (repulsive and attractive
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TEAM MEMBERS: Petter Bivall Shaaron Ainsworth Lena Tibell
resource research Media and Technology
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on student engagement, meaning making and critique of the program, in their own words. The study's data source was a mid-program student feedback survey implemented in Pilot Year 2 (2008/2009) of the 5 year design-based research initiative, in which the
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TEAM MEMBERS: Rebecca Reynolds Idit Caperton
resource research Media and Technology
This book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.
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TEAM MEMBERS: National Research Council
resource project Media and Technology
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
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TEAM MEMBERS: Rita Karl