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resource research Media and Technology
What do images communicate about humans’ place in nature? Medin and Bang posit that the artifacts used to communicate science—including words, photographs, and illustrations—commonly reflect the cultural orientations of their creators. The authors argue that Native Americans traditionally see themselves as part of nature and focus on ecological relationships, while European Americans perceive themselves as outside of nature and think in terms of taxonomic relationships.
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TEAM MEMBERS: Suzanne Perin
resource research Media and Technology
This paper presents a novel data analytic approach to collect detailed information from visual artworks. This new method provides researchers with a framework to compare, analyze, and review in a systematic way large quantities of data from visual productions. Drawing on principles of art historical criticism, our research team devised a comprehensive coding scheme that captures both technical and content attributes. The coding scheme is configured to record specific, fundamental features for each artwork, providing an instrument for collecting data and cross-examining codes to reveal content
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TEAM MEMBERS: Donna DiBartolomeo
resource project Media and Technology
This full scale research and development collaborative project between Smith College and Springfield Technical Community College improves technical literacy for children in the area of engineering education through the Through My Window learning environment. The instructional design of the learning environment results from the application of innovative educational approaches based on research in the learning sciences—Egan's Imaginative Education (IE) and Knowledge Building (KB). The project provides idea-centered engineering curriculum that facilitates deep learning of engineering concepts through the use of developmentally appropriate narrative and interactive multimedia via interactive forums and blogs, young adult novels (audio and text with English and Spanish versions), eight extensive tie-in activities, an offline teachers’ curriculum guide, and social network connections and electronic portfolios. Targeting traditionally underrepresented groups in engineering—especially girls—the overarching goals of the project are improving attitudes toward engineering; providing a deeper understanding of what engineering is about; supporting the development of specific engineering skills; and increasing interest in engineering careers. The project will address the following research questions: What is the quality of the knowledge building discourse? Does it get better over time? Will students, given the opportunity, extend the discourse to new areas? What scaffolding does the learning environment need to support novice participants in this discourse? Does the use of narrative influence participation in knowledge building? Are certain types of narratives more effective in influencing participation in knowledge building? Evaluative feedback for usability, value effectiveness, and ease of implementation from informal educators and leaders from the Connecticut After School Network CTASN) will be included. The evaluation will include documentation on the impact of narrative and multimedia tools in the area of engineering education. Currently, there is very little research regarding children and young teen engagement in engineering education activities using narrative as a structure to facilitate learning engineering concepts and principles. The research and activities developed from this proposed project contributes to the field of Informal Science and Engineering Education. The results from this project could impact upper elementary and middle-school aged children and members from underrepresented communities and girls in a positive way.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Alan Rudnitsky Isabel Huff
resource research Media and Technology
Learning using primary literature may be a way of developing a capacity for scientific ways of thinking among students. Since reading research articles is a difficult task for novices, we examined the possible benefits of learning using primary literature versus secondary literature, particularly with respect to their influence on the creation and formation of scientific literacy. We report on a comparison between four groups of high school students, each with differing degrees of prior knowledge in biology, who read a domain-related text written in either the scientific research article genre
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TEAM MEMBERS: Ayelet Baram-Tsabari Anat Yarden
resource research Media and Technology
Over the past three years, hundreds of community-based afterschool comic book clubs have been launched in cities across the United States. These clubs have drawn in thousands of underserved youths in grades 1–12. In these clubs, children plan, write, sketch, design, and produce original comic books and then publish and distribute their works for other children in the community to use as learning and motivational tools. This synthetic and analytic research project explores the dynamics, outcomes, and impacts of afterschool comic book clubs.
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TEAM MEMBERS: Michael Bitz
resource research Media and Technology
The article presents information on the use of informational graphic novels to improve student motivation for reading instruction in U.S. education. The author looks at U.S. Common Core State Standards and close reading techniques. The article also discusses the use of Japanese Manga comic books in mathematics education.
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TEAM MEMBERS: William Brozo
resource research Media and Technology
The article discusses the use of comics in teaching science. Sharing a comic before starting a class puts students in a more receptive mood for the lesson that follows. Comics can be used as attention-getters and critical thinking stimulants. The comics to use should be related to the lesson to be discussed. Comics can also be used to ease the pain of returning an exam to a class that has performed poorly. They can be used to illustrate or explain a concept. Be critical in choosing a comic series since only a few are explicitly scientific.
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TEAM MEMBERS: Kerry Cheesman
resource research Media and Technology
Her name was Henrietta Lacks, but scientists know her as HeLa. She was a poor black tobacco farmer whose cells—taken without her knowledge in 1951—became one of the most important tools in medicine, vital for developing the polio vaccine, cloning, gene mapping, in vitro fertilization, and more. Henrietta’s cells have been bought and sold by the billions, yet she remains virtually unknown, and her family can’t afford health insurance. Soon to be made into an HBO movie by Oprah Winfrey and Alan Ball, this New York Times bestseller takes readers on an extraordinary journey, from the “colored”
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TEAM MEMBERS: Rebecca Skloot
resource evaluation Media and Technology
Research Questions: (1) To what extent do children's and parent's interest in math and science increase as a result of exposure to one or more of the project's components? (2) To what extent do children and parents want to engage further with Mateo y Cientina after initial exposure to the cartoon through one or more of the project's components? (3) To what extent do parents and children think they've learned new concepts about math and science as a result of completing a Mateo y Cientina activity? (4) To what extent do parents and children gain confidence in their understanding of math and
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TEAM MEMBERS: Sarah Mushlin University of California Colleen Kuusinen
resource project Media and Technology
Washington Independent Writers is engaged in a planning phase toward publication of Quest?, a 4-page, tabloid sized newspaper about science, technology, and society for children and their families. The target audience is children age 8 to 16, with a focus on the 10-14 year-old age group, along with their parents, teachers, and counselors. A prototype version of the paper has been published locally and distributed through Safeway stores. During the planning phase, the PI and staff will conduct the following activities: Conduct front-end evaluation of the target audience with particular emphasis being given to identifying ways to reach underserved and underrepresented groups; Work with science, technology, and graphics experts to improve the quality of the content and design; Explore traditional and new distribution mechanisms and cooperative arrangements; Create and test interdisciplinary procedures for evaluation; Establish a network of individual, community, corporate, and institutional supporters, including educators, community leaders, scientists, and engineers; Create linkages with schools and school programs; Explore funding sources and sponsorships; Continue building a Board of Advisors.
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TEAM MEMBERS: Jill MacNeice
resource project Media and Technology
The primary purpose of the proposed grant is to support the dissemination and institutionalization of a model of educational partnerships among academic medical centers, undergraduate colleges, and local school systems. This model was created under the umbrella of AAMC's Project 3000 by 2000 . With support from SEPA, during 1994-1997 we will consolidate and extend the accomplishments we achieved under our original SEPA, 1991-1994 (SEPA-I). In 1991, the AAMC began Project 3000 by 2000 . The activities included in this proposal support Project 3000 by 2000 , but are not designed to only recruit students for medical school. Minority underrepresentation in medical schools largely is due to the same fundamental problem that causes minority underrepresentation in health-related Ph.D. programs: an insufficient number of minority students receive adequate academic preparation-especially in the sciences-prior to college. The projects proposed here are designed to address this basic problem and hence promote greater racial and ethnic diversity in all of the health sciences. Eight programmatic activities are proposed, five of which were initiated during SEPA I: (1) The annual publication of the Secondary School Science Minority Achievement Registry (S 3 MAR) , a directory of educational programs for minority students interested in the health sciences and a registry of the students participating in them; (2) NNHeSPA News , the quarterly newsletter of the National Network for Health Science Partnerships ( NNHeSPA) ; (4) An update of the Project 3000 by 2000 Technical Assistance Manual (Volume II); (5) Presentations to a wide variety of groups and strategically targeted customized data analysis. New projects include: (6) NNHeSPA On Line!, a computer bulletin board accessible through the Internet to facilitate ongoing communication among precollege, college and graduate health science educators in NNHeSPA ; (7) S 3 MAR Grapevine , a quarterly newsletter for high school stuents listed in the S 3 MAR ; (8) Intensive regional campaigns to promote health science partnerships in California, Texas, and the South-three areas of the country with large minority populations and severe problems of underrepresentation.
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TEAM MEMBERS: Herbert Nickens
resource project Media and Technology
BioRAP is a health science newsletter developed for 6th to 8th grade youngsters. It was developed by the Education Committee of Connecticut United for Research Excellence (CURE) Inc. The newsletter arose in response to increasing requests from school teachers to CURE-s speaker bureau for presentations on certain health related topics. The newsletter was envisioned as a way to efficiently deliver up-to-date health science information in an interesting fashion. BioRAP is meant to be a user friendly, intellectually honest vehicle to provide emerging information on health, science, the scientific method and health science careers to middle school youngsters. Issues are presented in a standard format on heavy duty recycled paper. The eight pages of each issue include standard columns (i.e., Today-s Research Laboratory, Career Rap), a full page cartoon presentation of information, word games (i.e., crossword puzzles, word hunts), activities for students to do and a column of questions from other readers.
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TEAM MEMBERS: Debra Pasquale