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resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource research Media and Technology
Computer-supported collaborative learning (CSCL) is an emerging branch of the learning sciences concerned with studying how people can learn together with the help of computers. As we will see in this essay, such a simple statement conceals considerable complexity. The interplay of learning with technology turns out to be quite intricate. The inclusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question prevailing assumptions about how to study it.
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TEAM MEMBERS: Gerry Stahl Timothy Koschmann Dan Suthers
resource research Media and Technology
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
The current study compared 90 older adult-child pairs in three different informal settings that focused on the topic of heart health: a museum, the web, and an educational workshop. Pre/post interviews showed that learning in the museum and web was more similar than learning in the workshop condition. Participants learned more about prevention in the workshop, and systems in the museum and web. In addition, older adults in the museum and workshop, reported that they would learn more in the company of children, while older adults would prefer to learn alone while on the web. These findings have
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resource research Media and Technology
Both scholarly literature and popular media often depict predominantly negative and one-dimensional images of boys, especially African-American boys. Predictions of these boys’ anticipated difficulties in school and adulthood are equally prevalent. This paper reports qualitative research that features case studies of nine urban boys of color, aged nine to eleven, who participated in an afterschool program where they learned to create digital multimedia texts. Drawing on an analysis of the children’s patterns of participation, their multimodal products, and their social and intellectual growth
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TEAM MEMBERS: Glynda Hull Nora Kenney Stacy Marple Ali Forsman-Schneider
resource project Media and Technology
"Birds in the Hood" or "Aves del Barrio" builds on the Cornell Laboratory of Ornithology's (CLO) successful Project Pigeon Watch, and will result in the creation of a web-based citizen science program for urban residents. The primary target audience is urban youth, with an emphasis on those participating in programs at science centers and educational organizations in Philadelphia, Tampa, Milwaukee, Los Angeles, Chicago and New York. Participants will develop science process skills, improve their understanding of scientific processes and design research projects while collecting, submitting and retrieving data on birds found in urban habitats. The three project options include a.) mapping of pigeon and dove habitats and sightings, b.) identifying and counting gulls and c.) recording habitat and bird count data for birds in the local community. Birds in the Hood will support CLO's Urban Bird Studies initiative by contributing data on population, community and landscape level effects on birds. Support materials are web-based, bilingual and include downloadable instructions, tally sheets, exercises and results. The website will also include a web-based magazine with project results and participant contributions. A training video and full color identification posters will also be produced. The program will be piloted at five sites in year one, and then field-tested at 13 sites in year two. Regional dissemination and training will occur in year three. It is anticipated that 5,000 urban bird study groups will be in place by the end of the funding period, representing nearly 50,000 individuals.
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TEAM MEMBERS: Rick Bonney John Fitzpatrick Melinda LaBranche
resource project Media and Technology
Several years ago, Kansas City leaders decided to boost future economic growth by developing science and engineering skills in the area’s work force. There was a problem though: Kansas City’s workers and students weren’t very interested in science and engineering. So, five organizations, including a library and museum, founded KC Science, INC to improve science literacy in the bi-state Kansas City metropolitan region. Partners included the Johnson County (KS) Library as the lead partner; Science City, the region’s premier science museum; KCPT, the local public television station; Science Pioneers, a group that produces educational materials and activities for teachers and students; and Pathfinder Science, an online collaborative community of teachers and students engaging in scientific research. The group received a 2006 Partnership for a Nation of Learners* grant from the Institute of Museum and Library Services (IMLS) and the Corporation for Public Broadcasting (CPB) because the community partnership’s focus on science-related careers and lifelong learning helped build a foundation for an informed citizenry.
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TEAM MEMBERS: Erica Reynolds
resource project Media and Technology
The goal of this engineering education project entitled EXTRAORDINARY WOMEN ENGINEERS (EWE) is to encourage more academically prepared high school girls to consider engineering as an attractive option for post-secondary education and subsequent careers in order to increase the number of women who make up the engineering workforce. Specific project objectives are to: 1) mobilize America's more than one million engineers to reach out to educators, school counselors, and high school girls with tested messages tailored to encourage participation in engineering education and careers; 2) help high school counselors and science, math, and technology teachers to better understand the nature of engineering, the academic background needed to pursue engineering, and the career paths available in engineering; 3) equip high school counselors and teachers to share this information with students, especially girls; and 4) reach out to girls directly with messages that accurately reflect the field of engineering and will inspire girls to choose engineering. The WGBH Educational Foundation has partnered with the American Association of Engineering Societies (AAES), American Society of Civil Engineers (ASCE), and a coalition of more than 50 of the country's engineering associations, colleges, and universities to fundamentally shift the way the engineering and educational communities portray engineering. Based on a needs assessment performed in 2004, the EWE coalition embraces a communication strategy that focuses on the societal value and rewards of being an engineer, as opposed to the traditional emphasis on the process and challenges of becoming an engineer. This project represents a nationwide outreach effort that includes training opportunities for engineers; targeted Web-based and print resources for students, school counselors and teachers, and engineers; and a range of outreach and marketing activities.
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TEAM MEMBERS: Julie Benyo Patrick Natale F. Suzanne Jenniches
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Media and Technology
SciGirls is a national dissemination project, which puts resources from the PBS science series DragonflyTV into the hands of outreach professionals at PBS stations and educators in after school programs for girls. The current project leverages PBS' nationwide network of member stations to connect the educational research community with practitioners in the field. Thus far SciGirls has trained over 100 educators and community leaders and reached 2,300 girls in grades 3 through 8. SCIGIRLS MUSEUM ADVENTURES has four objectives: 1) to provide museum educators with DragonflyTV videos that model authentic inquiry in museum settings; 2) to expand SciGirls activity guides with new museum-based activities and research-based strategies specifically for museum educators; 3) to create a set of online, streaming videos that demonstrate best practices in gender-inclusive teaching; and 4) to facilitate feedback between our participants and the research community and deepen our understanding of the most effective ways to engage girls in STEM activities. Intellectual Merit--The strength of SciGirls lies in its comprehensive multimedia approach and its foundation in the inquiry-based strategies defined in the National Science Education Standards. The videos provided in SciGirls emphasize the process of science, rather than a collection of science facts. They provide real-world models of inquiry that all girls can do. Taken together, the SciGirls resources stimulate discussion, build confidence and pave the way for girls to investigate science questions on their own. The educational strategies provided by SciGirls are based in research into gender- inclusive STEM teaching and learning, translated into strategies that can be easily used by after school educators to create successful STEM experiences for girls. Broader Impact--SCIGIRLS MUSEUM ADVENTURES will provide museum educators at ten sites with materials that can be used in their programs for years to come. The entire set of resources--streaming videos and Activity Guides--will be available on DragonflyTV's Web site at www.pbs.org. The outcomes of the project will be shared with the informal science education research community. Findings will be reported at the annual PBS National Center for Outreach Conference
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TEAM MEMBERS: Richard Hudson
resource project Media and Technology
Quarked!™ is a collaborative physics education project at the University of Kansas that provides engaging and educational science experiences for youth ages 7 and up, educators and the general public. This multimedia project material focuses on concepts of scale and matter, and presents subatomic particles as relatable characters in both human and quark or electron form that explore science through story-driven adventures. It includes a comprehensive website with a range of materials including animated videos, games, apps, FAQs and lesson plans, as well as hands-on education programs at the University of Kansas Natural History Museum. Initially, funded through an NSF EPSCoR grant (Grant No. EPS-0236913 and matching support from the State of Kansas through the Kansas Technology Enterprise Corporation and EPP-0354836), this projects continued to grow and new resources have been added through funding from the Kauffman Foundation, Google grants and other NSF awards. Quarked.org attracts more than 75,000 unique visitors annually, local PBS television stations in Kansas and Missouri broadcast the 3D animated videos, and the museum programs have reached more than than 5,000 school participants and continue to be offered.
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TEAM MEMBERS: Kristin Bowman-James Teresa MacDonald
resource evaluation Media and Technology
To prepare for future summative research on the synergy among multiple educational media, the present pilot research explored real-life use of Cyberchase outreach materials. The present pilot study included: a Web survey of 48 outreach providers (representing over 3000 children in 19 states), follow-up phone interviews with 26 of these providers, and in-person observations at two outreach sites, one in New York and one in Massachusetts. With an eye toward future summative research, the resulting data yield conclusions and implications in two broadly defined areas: providers' use of Cyberchase
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TEAM MEMBERS: Shalom Fisch Thirteen/WNET