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resource research Public Programs
What if every kid had access to a real workshop? Like the ones in the corners of garages across the country: a basic array of tools, bits and pieces of hardware, piles of scrap materials and fasteners, plus stacks of unsorted boxes containing the remnants of projects gone by. Visualize also that the workshop held a few musical instruments-guitars, a keyboard, some percussion-as well as art supplies: markers, paints, clay, and the tools to shape it, ribbons glitter, beads, fabric, etc. n top of this, picture the workshop having a few hands-on exhibits to explore and manipulate-a vacuum chamber
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TEAM MEMBERS: Curt Gabrielson
resource project Public Programs
Community Science Workshops: Beginning a National Movement is an extension of a successful, NSF-funded project that created a network of community science centers in California. The San Francisco State University will now take this successful venture to a national level by working with the American Association for the Advancement of Science (AAAS) and Quality Education for Minorities (QEM) to establish a new Community Science Workshop (CSW) 8-10 in underserved communities over the next four years. Once sites are selected, CSW directors participate in an intensive two-week training program. This is followed by visits by site mentors, and ongoing support through the WWW and other media, which contributes to the establishment and eventual sustainability of the centers. Each site partners with larger, established museums and science centers locally to gain much needed assistance with exhibits and education programs. Community Science Workshops contain permanent exhibit space, a workshop area for student projects and classroom/storage space. They serve a variety of audiences through after school, family, school and summer science programs. Potential locations include Arizona, Florida, Louisiana, Michigan, Montana, Nebraska, New York, Tennessee, Texas, Washington and the District of Columbia.
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TEAM MEMBERS: Paul Fonteyn Daniel Sudran
resource research Media and Technology
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
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TEAM MEMBERS: Andres Monroy-Hernandez
resource research Media and Technology
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper argues that the "kindergarten approach to learning" – characterized by a spiraling cycle of Imagine, Create, Play, Share, Reflect, and back to Imagine – is ideally suited to the needs of the 21st century, helping learners develop the creative-thinking skills that are critical to success and satisfaction in today’s society. The paper discusses strategies for designing new technologies that encourage and support kindergarten-style learning, building on the success of traditional kindergarten materials and activities, but extending to learners of all ages, helping them continue to
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TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two
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TEAM MEMBERS: Mitchel Resnick