Skip to main content

Community Repository Search Results

resource research Informal/Formal Connections
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Hyunjin Seo Fengjun Li
resource research Citizen Science Programs
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Sarath Sreedharan Nathaniel Blanchard Nikhil Krishnaswamy Lisa Mason Jill Zarestky
resource research Public Programs
The pilot and feasibility study will develop instructional workshops for an adult population of quilters to introduce them to computational thinking. By leveraging pre-existing social structures, skill sets, and engagement in quilting, the researchers hope to help participants develop computer science and computational thinking knowledge and skills. This poster was presented at the 2021 NSF AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Anne Sullivan Gillian Smith
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Youth Radio (YR) Media is a national network of journalists, designers, developers and artists ages 14-24 who create media and technology that address key social issues — including, since 2019, A.I. through an ethics and equity lens. Participants are primarily youth of color and those contending with economic and other barriers to full participation in STEM.
DATE:
TEAM MEMBERS: Lissa Soep
resource research Media and Technology
Participants in this study reported a variety of resources used in the past to learn to code in Apex, including online tutorials, one-day classes sponsored by Salesforce, and meet-up groups focused on learning. They reported various difficulties in learning through these resources, including what they viewed as the gendered nature of classes where the men already seemed to know how to code—which set a fast pace for the class, difficulty in knowing “where to start” in their learning, and a lack of time to practice learning due to work and family responsibilities. The Coaching and Learning Group
DATE:
resource research Public Programs
In partnership with the Digital NEST, students engage in near to peer learning with a technical tool for the benefit of a nonprofit that tackles issues the youth are passionate about. Youth build first from an 'internal’ Impactathon, to planning and developing an additional Impactathon for a local partner and then traveling to another partner elsewhere in the state. Participants range from 14 to 24 from UC Santa Cruz students to middle schoolers from Watsonville and Salinas. This poster was presented at the 2019 AISL Principal Investigators Meeting.
DATE:
TEAM MEMBERS: Amber Holguin
resource research Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This Pilots and Feasibility Studies project will design and study computer science education programs in three New York State prisons and cutting-edge computer science learning spaces in New York City and Bennington, VT for recently released men and women. These two sites of investment will be designed and operated with the goals of bridging informal STEM education inside the
DATE:
TEAM MEMBERS: Andrew Cencini David Bond Jed Tucker
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
DATE:
TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
DATE:
TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource evaluation Media and Technology
This report was completed by the Program Evaluation Research Group at Endicott College in October 2013. It describes the outcomes and impacts of a four-year, NSF-funded project called Go Botany: Integrated Tools to Advance Botanical Learning (grant number 0840186). Go Botany focuses on fostering increased interest in and knowledge of botany among youth and adults in New England. This was being done through the creation of an online flora for the region, along with the development of related tools, including PlantShare, and a user-friendly interface for ‘smartphones’. In January 2012, the PI
DATE:
TEAM MEMBERS: Judah Leblang New England Wild Flower Society
resource research Media and Technology
This paper reports the results of a study designed to determine people's preferences for different types of Web-based educational activity. Researchers identified six activity types for comparison: Creative Play, Guided Tour, Interactive Reference, Puzzle/Mystery, Role-playing Story and Simulation. They collected two sets of data: 1) user exit surveys evaluating the study site and preferred genre or type of learning activity and 2) serve statistics indicating the duration of stay. Researchers found clear differences in preferences between adults and children.
DATE:
TEAM MEMBERS: David Schaller Steven Allison-Bunnell Minda Borun Margaret Chambers
resource research Media and Technology
The authors provide an analysis of pairs of children interacting with a multi-touch tabletop exhibit designed to help museum visitors learn about evolution and the tree of life. The exhibit’s aim is to inspire visitors with a sense of wonder at life’s diversity while providing insight into key evolutionary concepts such as common descent. The authors find that children negotiate their interaction with the exhibit in a variety of ways including reactive, articulated, and contemplated exploration. These strategies in turn influence the ways in which children make meaning through their
DATE:
TEAM MEMBERS: Northwestern University Pryce Davis Michael Horn Laurel Schrementi Florian Block Brenda Phillips E. Margaret Evans Judy Diamond Chia Shen