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resource project Media and Technology
Production of an immersive website exploring the history, culture, and archaeology of the Giza plateau.

The Giza Project at Harvard University plans to build the full-scale version of its forthcoming public website, Digital Giza. Using the tools of the future to study the past, this free online resource will integrate diverse primary documentation from over 100 years of international archaeological research in Egypt with a scientifically-informed 3D immersive computer model of the whole Giza Plateau, including the pyramids, temples, settlements, and surrounding cemeteries. Through various “digital archaeology experiences,” visitors to the site will engage with new forms of interpretation and story-telling based on Giza materials digitally embedded and clearly contextualized in their original spatial settings. The Giza Project’s ultimate deliverable will be a powerful new online education and research tool for the world community at all levels of expertise: an interactive website and virtual environment encouraging exploration into Egyptological, historical, and broader humanities themes.
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TEAM MEMBERS: Peter Der Manuelian
resource project Media and Technology
This Research Advanced by Interdisciplinary Science and Engineering (RAISE) project is supported by the Division of Research on Learning in the Education and Human Resources Directorate and by the Division of Computing and Communication Foundations in the Computer and Information Science and Engineering Directorate. This interdisciplinary project integrates historical insights from geometric design principles used to craft classical stringed instruments during the Renaissance era with modern insights drawn from computer science principles. The project applies abstract mathematical concepts toward the making and designing of furniture, buildings, paintings, and instruments through a specific example: the making and designing of classical stringed instruments. The research can help instrument makers employ customized software to facilitate a comparison of historical designs that draws on both geometrical proofs and evidence from art history. The project's impacts include the potential to shift in fundamental ways not only how makers think about design and the process of making but also how computer scientists use foundational concepts from programming languages to inform the representation of physical objects. Furthermore, this project develops an alternate teaching method to help students understand mathematics in creative ways and offers specific guidance to current luthiers in areas such as designing the physical structure of a stringed instrument to improve acoustical effect.

The project develops a domain-specific functional programming language based on straight-edge and compass constructions and applies it in three complementary directions. The first direction develops software tools (compilers) to inform the construction of classical stringed instruments based on geometric design principles applied during the Renaissance era. The second direction develops an analytical and computational understanding of the art history of these instruments and explores extensions to other maker domains. The third direction uses this domain-specific language to design an educational software tool. The tool uses a calculative and constructive method to teach Euclidean geometry at the pre-college level and complements the traditional algebraic, proof-based teaching method. The representation of instrument forms by high-level programming abstractions also facilitates their manufacture, with particular focus on the arching of the front and back carved plates --- of considerable acoustic significance --- through the use of computer numerically controlled (CNC) methods. The project's novelties include the domain-specific language itself, which is a programmable form of synthetic geometry, largely without numbers; its application within the contemporary process of violin making and in other maker domains; its use as a foundation for a computational art history, providing analytical insights into the evolution of classical stringed instrument design and its related material culture; and as a constructional, computational approach to teaching geometry.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Harry Mairson
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman