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resource project Media and Technology
Space Science Institute (SSI) is conducting an International Polar Year project in partnership with the Marine Advanced Technology Center (NSF-funded MATE, Monterey, CA) and the Challenger Learning Center of Colorado (CLCC) to produce and disseminate an online simulation of scientific explorations by the latest generation of Antarctic underwater remotely operated vehicles (ROV). The explorations are based on the ROV work of Dr. Stacey Kim of the Moss Landing Marine Laboratories and of Dr. Robert Pappalardo and Dr. Arthur Lane at the Jet Propulsion Lab. Products include the simulation, supporting materials and guides, a web site, and a CD Master. Targeted audiences include: (a) middle-school to college-aged students who participate in national annual underwater ROV competitions, (b) Challenger Learning Centers in Colorado and around the country, and (c) the "science attentive" public who will access the simulation via links to SSI and other web sites. Simulations will follow a game structure and feature Antarctic polar science. Estimated annual usage levels are: for MATE, 2000; for Challenger Centers, 300,000; for the general public, 100,000. The project is positioned to continue well beyond the official end of the International Polar Year
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TEAM MEMBERS: Brad McLain James Harold
resource research Media and Technology
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
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TEAM MEMBERS: Elizabeth Simpson
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
This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By
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TEAM MEMBERS: Caroline Pelletier
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
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
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TEAM MEMBERS: Ben Williamson
resource project Media and Technology
Mission to Mars engages 6th-8th grade students in the science, engineering and careers related to Mars exploration. The program is led by the Museum of Science and Industry, Chicago, and includes as partners Challenger Learning Centers in Woodstock, IL, Normal IL and three NASA Centers (Jet Propulsion Laboratory, Marshall Space Flight Center, and Johnson Space Center). The project aims to:

Link, via videoconference, urban and rural middle school students from low income communities in an exploration of space science
Develop and launch programs that showcase NASA Center research
Enrich middle school curricula and promote learning about NASA’s space missions with experiences that inspire youth to pursue in NASA-related STEM careers.
Programs and products produced include:

3 videoconference program scenarios that highlight research being conducted at NASA Centers
Pre- and post-event curriculum materials designed for middle school classrooms
Teacher professional development workshops
Communication support for NASA professionals
iPad apps utilized during the program
Since the program launched five years ago, Mission to Mars has served 7,676 students. MSI seeks to provide opportunities for all learners, and works to remove barriers to participation in high-quality science learning experiences. Mission to Mars allows MSI to engage more Chicago Public Schools (where 86% of students are economically disadvantaged) in real and relevant science experiences that may lead to STEM careers.

As MSI’s CP4SMP grant comes to an end, the Museum has committed to continued delivery of the program through 2 Mission to Mars Learning Labs, offered to 6-8th grade school groups visiting on field trips. Live videoconferencing with JPL and Johnson will occur during roughly half of the sessions. Our Challenger Learning Center partners will integrate Mission to Mars activities, materials and iPad apps into their own Mars-themed programs. Together these efforts extend the transformative hands-on science experiences developed under the Mission to Mars grant to a whole new audience of middle school students and teachers.
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TEAM MEMBERS: David Mosena
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
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TEAM MEMBERS: MARIA XANTHOUDAKI
resource project Media and Technology
Working in cooperation with the EarthScope education and outreach community, the project is researching, designing, and producing high production-quality interactive video challenges designed to engage and enlighten young people (primary target audience: middle school, ages 10-14) about EarthScope-related science, people, and projects. The interactive challenges are being developed for a generalized medium; the current effort includes testing for the effectiveness with the target audience of a wide range of media (from stand-alone kiosks to hand-held devices). Focus groups and on-site evaluations are being undertaken to measure and enhance the ability of the project to serve its learning goals, to wit: 1) Science: To make large numbers of young people more aware of basic geoscience concepts relevant to EarthScope, presented in an engaging and memorable way; 2) People: To present to young people the wide cross section of diverse jobs and talents within the EarthScope community; and 3) Projects: To raise awareness of the different components of EarthScope and the impact that they will have on local communities. The content to be created incorporates science education standards to enhance and support classroom work, and can become part of a meaningful visitor center, museum, or after-school experi-ence. The investigators are producing a single proof-of-concept EarthScope challenge, with emphasis on front-end testing consisting of focus groups with students in the target population, in order to gather data on possible content and format for the challenges.
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TEAM MEMBERS: James Davis Matthew Schneps
resource evaluation Media and Technology
The Institute for Learning Innovation (ILI) conducted a summative evaluation of the NSF-ISE funded project, WolfQuest. WolfQuest is an educational video game, downloadable free of charge, developed by Eduweb (Educational Web Adventures, Inc.) and the Minnesota Zoo. WolfQuest intends to increase the knowledge of, interest in, and attitudes towards wolves and wolf habitats in children ages 9 to 15. This evaluation report synthesizes key analysis and findings from data based on a web survey of players, in-depth phone interviews of players, and content analysis of the game conversation forums
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TEAM MEMBERS: Kate Haley Goldman Minnesota Zoo Eduweb Jes Koepfler Victor Yocco
resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg