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resource research Media and Technology
Since 2000, the UK government has funded surveys aimed at understanding the UK public's attitudes toward science, scientists, and science policy. Known as the Public Attitudes to Science series, these surveys and their predecessors have long been used in UK science communication policy, practice, and scholarship as a source of authoritative knowledge about science-related attitudes and behaviors. Given their importance and the significant public funding investment they represent, detailed academic scrutiny of the studies is needed. In this essay, we critically review the most recently
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TEAM MEMBERS: Eric Jensen David Wright
resource project Media and Technology
Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.

Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.

Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
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TEAM MEMBERS: David Langendoen
resource project Media and Technology
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.

Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.

Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
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TEAM MEMBERS: Scott Laidlaw
resource research Media and Technology
After being cosseted by the media for what they incorrectly considered to be a scientific feat, the author found himself widely boycotted by the more “responsible” media. The reason for this was his critical view of the evolution of science, which he felt had become a tool at the service of innovation, and, therefore, of industrial interests. The traditional image of science, which serves to help us to understand the world, still persists despite being perverted by commercial interests, because it is defended by naive people as well as by lobbies, themselves responsible for this debasement
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TEAM MEMBERS: Jacques Testart
resource research Media and Technology
The organization and functioning of research have radically changed over the last 10 or 20 years, as a result of a determined political action. The activism of some scientists, during this period, has failed to significantly alter this trend. So far. Today, New Public Management is triumphant. It has been implemented by a category of former scientists who have become administrators, evaluators, organizers. As a result, the prime role of scientific publications is no longer to exchange scientific information but to allow a measure of scientific production, and to rank the principal
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TEAM MEMBERS: Alain Trautmann
resource research Media and Technology
Science and activism are terms which are usually seen as quite separate. Yet, they are inextricably linked, even more so as techno scientific progress permeates contemporary society. The five commentaries in this series provide insights for a discussion about how the (apparent) separation between “value laden” activism and “value free” science is in fact very thin, and how science communication can play a key role in ensuring reflexivity and self criticism in science.
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TEAM MEMBERS: Andrea Bandelli
resource research Media and Technology
Throughout the second half of the twentieth century a varied collection of pressure mechanisms were deployed from nuclear technology exporting countries — mainly from the US — to obstruct the development of a group of semi-peripheral countries’ autonomous nuclear capabilities. Argentina was part of this group. This article focuses on how “fear” of nuclear proliferation was used by US foreign policy as one of the most effective political artifacts to construct and protect an oligopolistic nuclear market. Spread by the press and by some prestigious social science sectors from the US and some
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TEAM MEMBERS: Diego Hurtado
resource research Media and Technology
This paper tries to 1) identify the dominant media frames of science and 2) compare media selection and framing of science-related articles in Croatian daily newspapers during two politically and socioculturally different periods: the late socialism and the (post)transition. The research methodology was based on content and frame analysis which encompassed articles on science in daily press with the highest readership between 1986–1988, and 2006–2008. The main findings indicate changes in the selection of science topics as well as in the representation of individual frames. Changes reflected
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TEAM MEMBERS: Adrijana Suljok
resource research Media and Technology
This essay attempts to contextualise the experience and documentation of the world’s first space tourist, a multi-millionaire American businessman Dennis Tito, who vacationed on the International Space Station in 2001. The essay brings together two parallel elements of this historical event: the political transformation of the Russian space programme which made the private flight possible and the cultural significance and impact of the event. The first space tourist is both a direct product of the newly commercialised space programme and a reflection of a new worldview, with new values and
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TEAM MEMBERS: Julia Tcharfas
resource project Media and Technology
The “Impressions from a Lost World” website and related public programs will tell the story of the 19th century discovery of dinosaur tracks along the Connecticut River Valley in Massachusetts and Connecticut. The significance of these fossils extended far beyond the emerging scientific community, as they exerted a profound effect upon American arts, religion, and culture that reverberates down to the present day. The website will use stories of real people to engage visitors to think about relationships between science and religion, amateur vs. professional scientific pursuits and the role of specialization, participation of women in science, and the impact of new scientific ideas on American culture. Website visitors will draw connections of these important humanities themes to current issues. Accompanying public programs will attract diverse audiences and build interest in the website.
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TEAM MEMBERS: Timothy Neumann
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource project Media and Technology
The project is the development of a working prototype that demonstrates the humanities ideas, technology, and public outreach for Pox in the City, a Unity 3D strategy game. Pox in the City draws upon a core interpretive framework for medical history, namely that beliefs, practices, and treatment are shaped by the interaction of the healer, the patient, and the disease entity. Players take on the role of a physician who has arrived in Philadelphia just as a smallpox outbreak erupts. Armed only with Edward Jenner’s new vaccination technique, players undertake the challenge of preventing the spread of the disease by persuading patients to be vaccinated. The interactive format will immerse players in the city’s rich history, as they experience the choices made by historical actors and constrained by scientific knowledge and cultural values.
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TEAM MEMBERS: Lisa Rosner