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resource evaluation Informal/Formal Connections
This document is the final evaluation report for the project, which focuses both on formative evaluation of the collaborative+interdisciplinary presentation creation process and summative evaluation of audience learning outcomes. 
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TEAM MEMBERS: Justin Reeves Meyer Donnelley (Dolly) Hayde Laura Weiss
resource research Media and Technology
The availability of mobile and stationary devices opens up new challenges to support users in several contexts. Here we present a multi-device environment to support cooperation among museum visitors through games. In particular, we present a design and the associated implementation for using a combination of PDAs and public displays to enhance the learning experience in a museum setting by using game playing interactions. The basic assumption is to use the mobile devices for individual game play, and the situated displays for synchronized public views of shared game play; the individual game
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TEAM MEMBERS: Riccardo Dini Fabio Paterno Carmen Santoro
resource research Media and Technology
The drawing of 'outlines' can be shown to be dependent upon the bounding edge aspect of visual cognition, which is a principal means of discerning 'identity' from other features of experience in the visual field. Visual 'signatures' can be noticed when using techniques for the scientific visualization of data. Using examples from an ongoing art-science project between the Faculty of Arts and Architecture (Brighton) and the Meteorology Dept at the University of Reading, the paper will explore the boundary between the 'rational' and the subjective, and between the representation of knowledge and
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TEAM MEMBERS: Chris Rose
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS: Lori Walters Michael Moshell Charles Hughes Eileen Smith
resource research Media and Technology
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai