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resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
resource research Media and Technology
The "Setting the Agenda for Giant Screen Research" workshop was conducted at the 2013 Association of Science-Technology Centers (ASTC) conference held in Albequerque, NM. This document outlines the workshop agenda and background reading. The purpose of this workshop is to create a working document that details key questions and proposals for giant screen research.
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TEAM MEMBERS: Mary Nucci
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Media and Technology
In this article, Eileen Campbell, head of Farallon Media, discusses how video can be used as an integral part of exhibits, especially small exhibits, interspersed with objects, panels, interactives, and other exhibit elements. Campbell describes the various ways video can be used effectively in exhibits including presenting narratives, recreating environments, introducing people, showing the unseen or unseeable, showing beauty and motion, making connections to the wider world, and adding humor. Campbell also provides advice about producing videos for exhibits.
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TEAM MEMBERS: Eileen Campbell
resource research Media and Technology
This document contains a summary of notes from an Open Space session on Media, Technology, and Informal Learning from the 2014 AISL PI Meeting. It includes a list of active AISL projects related to media.
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TEAM MEMBERS: Richard Hudson