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resource research Media and Technology
Dialogue in science communication is a necessity - everybody agrees on it - because science and technology issues are involved in so many aspects of the citizens life, and in so many cases can raise suspects, fears, worries or, on the contrary, expectations and hopes. But who are the possible interlocutors for scientists and policy-makers? Everybody, says Luisa Massarani, beginning with children and teenagers. Also in such controversial and sensitive issues like AIDS or GMO.
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TEAM MEMBERS: Luisa Massarani
resource research Media and Technology
The nature of STEM (science, technology, engineering, and mathematics) learning is changing as individuals have unprecedented, 24/7 access to science-related information and experiences from cradle to grave. Today’s science-education opportunities include not only traditional schooling, but also libraries, museums, zoos, aquaria, science centers, and parks and preserves; diverse broadcast media such as television, podcasts, and film; organized youth programs such as 4-H, after-school or summer camps, and special-interest clubs and hobby groups; and an ever-increasing array of digital media
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TEAM MEMBERS: John H Falk Lynn Dierking Nancy Staus Jennifer Wyld Deborah Bailey Bill Penuel
resource research Media and Technology
Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
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TEAM MEMBERS: Edward Dieterle
resource research Media and Technology
This paper examines the benefits and obstacles to young people's open-ended and unrestricted access to technological environments. While children and youth are frequently seen as threatened or threatening in this realm, their playful engagements suggest that they are self-possessed social actors, able to negotiate most of its challenges effectively. Whether it is proprietary software, the business practices of some technology providers, or the separation of play, work, and learning in most classrooms, the spatial-temporality of young people's access to and use of technology is often configured
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TEAM MEMBERS: Gregory Donovan Cindi Katz
resource research Media and Technology
Virtual communities have been extensively examined -- including their history, how to define them, how to design tools to support them, and how to analyze them. However, most of this research has focused on adult virtual communities, ignoring the unique considerations of virtual communities for children and youth. Young people have personal, social, and cognitive differences from adults. Thus, while some of the existing research into adult virtual communities may be applicable, it lacks a developmental lens. Based on our work of designing and researching virtual worlds for youth, we describe
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TEAM MEMBERS: Laura Beals Marina Umaschi Bers
resource research Media and Technology
In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
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TEAM MEMBERS: Yasmin Kafai Deborah Fields
resource research Media and Technology
Design-based research is a collection of innovative methodological approaches that involve the building of theoretically-inspired designs to systematically generate and test theory in naturalistic settings. Design-based research is especially powerful with respect to supporting and systematically examining innovation. In part, this is due to the fact that conducting design-based research involves more than examining what is. It also involves designing possibilities and then evolving theories within real-world contexts. In this article we share the historical development of three outcomes of
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TEAM MEMBERS: Sasha Barab Anne Arici Craig Jackson
resource research Media and Technology
A unique afterschool class in making comic strips and comic books, taught by a professional comic artist, encourages both literacy development and identity development in adolescent participants.
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TEAM MEMBERS: Sarita Khurana
resource research Media and Technology
A team of researchers and practitioners developed a museum program to coach families in the skills of scientific inquiry at interactive exhibits. The program was inspired by the increasing focus on scientific inquiry in schools and the growing number of open-ended exhibit designs in science museums. The development process involved major decisions in two arenas: which inquiry skills to teach, and what pedagogical strategies to use to teach them. After many rounds of refinement based on evaluation with families, the final program, called Inquiry Games, improved visitors' inquiry behavior in
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TEAM MEMBERS: Exploratorium Sue Allen Josh Gutwill