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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to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game.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
Metaphors and visualizations are important for science communication, though they may have limitations. This paper describes the development and evaluation of a novel interactive visualization, the "Dynamic Evolutionary Map"' (DEM), which communicates biological evolution using a non-standard metaphor. The DEM uses a map metaphor and interactivity to address conceptual limitations of traditional tree-based evolutionary representations. In a pilot evaluation biology novices used the DEM to answer questions about evolution. The results suggest that this visualization communicates some conceptual
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TEAM MEMBERS: Sonia Stephens
resource research Media and Technology
This dissertation focuses on an integral aspect of public opinion formation — individual selectivity of information. Principally, I seek answers about why individuals opt for certain media. Broadly, my research is guided by the following question: How do communication contexts and individual traits contribute to and motivate individuals’ selectivity? Though there have been many studies on the phenomenon of selective exposure in political science and political communication, my research is conducted in the context of a scientific issue. There is relatively little clear empirical data
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TEAM MEMBERS: Sara Yeo
resource research Media and Technology
Despite new governmental initiatives aiming to engage the general public in policymaking related to nuclear energy, little is known about how expert stakeholders involved in the decision-making process perceive such activity. This study examines how a series of social, cognitive and communication factors influences expert stakeholders’ attitudes toward public participation in policy decisions related to nuclear energy. Specifically, using data from a survey of 557 experts identified through content analyses of public meeting records, we find that among those perceiving public opinion as being
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TEAM MEMBERS: Nan Li Leona Yi-Fan Su Xuan Liang Dominique Brossard Dietram Scheufele
resource project Media and Technology
The Amistad Research Center will hire a project archivist to process 15 archival collections highlighting the accomplishments of African Americans in STEM (science, technology, engineering, and mathematics) professions. An inventory of the collections will be created and selected materials emphasizing multigenerational African American achievement in STEM professions will be digitized to improve public access. Highlights of the collection will be shared through social media and Amistad’s blog. The project supports the Amistad Research Center’s role as a repository of collections documenting African Americans in STEM professions while providing an emerging archivist valuable experience in the evaluation, organization, preservation, and description of complex archival collections.
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TEAM MEMBERS: Laura Thompson
resource project Media and Technology
The Mütter Museum will develop a new interactive online exhibit that explores the important role of medicine in American history through its unique collections. In keeping with the museum's broader medical humanities focus, the online exhibit will be presented thematically in a life cycle sequence. Representative objects will include obstetrical forceps, an iron lung, a surgical kit, William Harvey's book on blood circulation De Motu Cordis, eyeglasses, a tooth extractor, and an embalming kit. The museum will also develop a curriculum that addresses national secondary school education standards in history, science, and health by utilizing narrative stories, specimens, models, medical tools, photographs, and texts from collections. Exploring historic events and their health and medical underpinnings through an interesting narrative lens will engage audiences in critical STEM topics by connecting personal stories to the objects actually used to understand disease and heal people.
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TEAM MEMBERS: Karie Youngdahl
resource project Media and Technology
Mystic Seaport received an implementation grant from the National Endowment for the Humanities to fund a suite of online, onsite, offsite, and onboard public programs and exhibits that will provide new national insight into universal and important humanities themes, through an interdisciplinary exploration of historic and contemporary American whaling. The Museum and its partners will explore through this project how, when, and why dominant American perceptions of whales and whaling took their dramatic turns. The project will raise public awareness in New England and nationwide about the role the whaling industry played in the development of our nation’s multi-ethnic make-up, our domestic economy, our global impact and encounters, and our long-standing fascination with whales. And it will promote thought about the nation’s whaling heritage, and how it continues to shape our communities and culture.
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TEAM MEMBERS: Susan Funk
resource project Media and Technology
This project will design an ambitious multi-partner, multi-format, multi-venue project focused on the Arizona-Sonora borderlands. The project combines experienced co-directors and leading borderland scholars with more than a dozen Historical and Cultural Organizations (HCOs) in small and mid-sized communities to explore and interpret the unique cultures, history, and physical landscapes of the region. The project aims to foster historical perspectives on the international border, cross-cultural understanding, and a deeper sense of place among the region’s residents and visitors. A suite of interrelated physical and digital products will elaborate five themes: the border through time; bridging cultures across borders; nature and history—ties that bind; shared identity amid social diversity; and a storied landscape. Formats include an interpretive website and digital archive; a traveling exhibit co-hosted/produced with our HCO partners; and community sponsored public programs.
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TEAM MEMBERS: Paul Hirt
resource project Media and Technology
Between the Waters is a website and interactive virtual tour that will showcase the culture and history of Hobcaw Barony, a 17,500 acre historic site in Georgetown, South Carolina, which is arguably the setting for a greater confluence of humanities themes than any other in the state. Using the website’s artifacts, structures and landmarks as storytelling cues, Between the Waters will connect material culture to the lives of those who inhabited Hobcaw and interpret their history for the general public. The non-linear navigation of Between the Waters will encourage inquiry, analysis and deductive reasoning, giving visitors the skills and incentive to explore and reflect upon the multifaceted story of Hobcaw Barony, how it has helped to shape the American present and its implications for the future of South Carolina and the country.
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TEAM MEMBERS: Betsy Newman
resource project Media and Technology
QUEST Beyond Local is a consortium of six public media providers across the country coming together in a unique collaborative structure to foster widespread STEM literacy for general audiences; support formal and informal education outcomes in the sciences; and revive ailing science and environment journalism in the face of its rapid decline. QUEST Beyond Local is built on the success of the local, cross-editorial QUEST model, in which media making professionals from multiple disciplines--radio, television, web, and especially education--collaborate to distribute high-quality content to general and underserved audiences. Two years ago, KQED (serving Northern California) introduced a capacity-building effort with five other public media stations serving markets across the nation: Seattle (KCTS), Wisconsin (WPT/WPR), Nebraska (NET), Cleveland (ideastream), and North Carolina (UNC-TV). On the heels of this pilot process, QUEST Beyond Local will expand production in all markets and focus its multimedia efforts around the theme "Science of Sustainability" so as to achieve maximum effect on critical STEM outcomes in formal and informal education settings, and to foster science/environment literacy among a wide general audience. QUEST Beyond Local is defined by an organizationally and technologically innovative model of content creation: a newsroom structured according to a hub and spoke model; with common branding, technical, and style guidelines; and with a central coordinating and editorial office liaising between local production teams. Under the guidance of this central office, the collaborative seeks to create content with both local authority and national relevance. Building on existing media impact research, and previous research and evaluation of QUEST, research firm Rockman et al will apply evaluation theory to determine: (1) the structures and strategies to a successful STEM collaborative that contribute to a greater understanding of and engagement in science and environment topics; and (2) determine the interests, priorities, and media consumption habits of local and national STEM audiences. Primary project deliverables include three diverse multimedia packages for general and professional audiences, focusing on three main themes and anchored in STEM disciplines. In total, the three packages will include: 18 television segments; 6 half-hour television programs; 20 radio reports; 18 "web extras" (slide shows, maps, etc.); 12 web-based videos; 144 blog posts; 18 education "explainers"; 5 educator trainings; and a comprehensive distribution and social media campaign. All efforts will be supported by at least 18 science community partners, including zoos, museums, aquariums, research centers, and others. Through these efforts, the collaborative seeks to repair the systemic damage done by years of neglect to science/environment journalism--particularly the marked decline in this type of coverage over the last decade. This decline is perhaps related to the observed disconnect between the public and scientific knowledge, despite a demonstrated public appetite for science content and educators' reported desire for more resources and professional development opportunities focused on STEM topics. At a time when an evolving workforce and economy increasingly demand STEM skills and environmental literacy, QUEST Beyond Local will contribute resources to address these challenges.
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TEAM MEMBERS: Sue Ellen McCann Shannon Vickery Kathy Bissen
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. The project created a bilingual exhibit and surrounding activities to explore the concept of sustainability.
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TEAM MEMBERS: Oregon Museum of Science and Industry Marilyn Johnson