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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Bob Hirshon Monae Verbeke Suzanne Thurston
resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource research Media and Technology
The goal of our project is to develop strategies that effectively engage autistic adolescents in informal STEM learning opportunities that promote the self-efficacy and interest in STEM careers that will empower them to seek out career opportunities in STEM fields. The research aims are to: 1. Identify evidence-based strategies to engage autistic youth in informal STEM learning opportunities that are well matched to their attentional profiles: Hypothesis 1: Pedagogical strategies vary in how engaging they are for people with diverse attentional profiles; people with more focused
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TEAM MEMBERS: Katie Gillespie Amy Hurst Beth Rosenberg Jessye Herrell Eliana Grossman Sharang Biswas Eunju Pak Cristina Ulerio Ariana Riccio Jin Delos Santos Patrick Dwyer Sergey Shevchuk-Hill Wendy Martin Lillian Hwang-Geddes Bella Kofner Rheniela Faye Concepcion Theresa Major Saumya Dave Kyle Gravitch Terrance Bobb
resource evaluation Media and Technology
The Lineage project was a collaboration between Twin Cities Public Television and the Smithsonian’s National Museum of Natural History. The project included creation of a feature-length video program, a Virtual Reality game, and a set of hands-on activities designed for use by multigenerational audiences—all of which were incorporated as part of a series of seven Fossil Festival events at museums and other sites around the United States. This report presents findings from a set of external evaluation studies that examined impacts on families who participated in Fossil Festival events as well
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TEAM MEMBERS: Jennifer Borland
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. The project's goals are to: Develop systems thinking skills in youth Increase understanding of sustainable agricultural systems Raise awareness of STEM careers related to agricultural systems Leverage scientific research models and data for educational video games Use the Corn-Water-Ethanol-Beef System as a model for interconnected Food, Energy, Water Systems (FEWS)
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TEAM MEMBERS: Deepak Keshwani
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
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TEAM MEMBERS: Ross Higashi
resource research Media and Technology
Astronomy has been an inherently visual area of science for millenia, yet a majority of its significant discoveries take place in wavelengths beyond human vision. There are many people, including those with low or no vision, who cannot participate fully in such discoveries if visual media is the primary communication mechanism. Numerous efforts have worked to address equity of accessibility to such knowledge sharing, such as through the creation of three-dimensional (3D) printed data sets. This paper describes progress made through technological and programmatic developments in tactile 3D
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TEAM MEMBERS: Kimberly Arcand April Jubett Megan Watzke sara price Kelly Williamson Peter Edmonds
resource research Media and Technology
From a strategic communication perspective, for any communication to be effective, it must be audience-centered, with content and delivery channels that are relevant to its intended target. When trying to reach culturally specific communities or other groups that are not otherwise connected with science research, it is crucial to partner with community members to co-create content through media that is appealing and culturally competent. This commentary considers some examples including storytelling through ‘fotonovelas’ and radio stories, community drama and serious games.
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TEAM MEMBERS: Maria Elena Villar
resource research Media and Technology
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource research Media and Technology
Many concepts in astrophysics research can be difficult for a lay individual to understand or to comprehend their importance. One such example concept is the IceCube Neutrino Observatory, which detects high-energy neutrinos at the South Pole in Antarctica. The observatory uses information from detected neutrinos originating deep in outer space to better understand astrophysical phenomena like black holes or exploding stars. Unfortunately, it is often difficult for the public to understand how these pieces fit together towards creating a more complete understanding of our universe. To promote
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TEAM MEMBERS: Ross Treddinick Rebecca Cors James Madsen David Gagnon Silvia Bravo Gallart Bryce Sprecher Kevin Ponto
resource research Media and Technology
We developed a multi-touch interface for the citizen science video game Foldit, in which players manipulate 3D protein structures, and compared multi-touch and mouse interfaces in a 41-subject user study. We found that participants performed similarly in both interfaces and did not have an overall preference for either interface. However, results indicate that for tasks involving guided movement to dock protein parts, subjects using the multi-touch interface completed tasks more accurately with fewer moves, and reported higher attention and spatial presence. For tasks involving direct
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TEAM MEMBERS: Thomas Muender Sadaab Ali Gulani Lauren Westendorf Clarissa Verish Rainer Malaka Orit Shaer Seth Cooper
resource research Media and Technology
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people
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TEAM MEMBERS: Simona Cerrato Francesca Rizzato Lucia Tealdi Elena Canel