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resource research Exhibitions
The purpose of this research study was to investigate: students' schema structure for human evolution; their idiosyncratic conceptual change after visiting a museum exhibition; the role of alternative frameworks during learning; and the function of affect in learning. Thirty eleventh and twelfth grade high school students, eleven males and nineteen females, visited an exhibition on human evolution and participated in an opened-ended pre and post interview and Likert-type questionnaire. The interviews were transcribed, segmented by using shifts in natural language, and pre and post schema
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TEAM MEMBERS: Ismael Calderon
resource project Media and Technology
Big Ideas Entertainment, Inc. is producing a coherent test sequence, 30-seconds to 1-minute in length, that combines character animation with live action footage. The purpose is to assess the different methods of animation and compositing to produce an appropriate "marriage" between animation and live action footage, including testing the SANDDE hand-drawn animation system vs. traditional cel animation. The exploratory research also will test CGI processing (digital compositing) vs. optical printing. The footage to be produced, though short, will be developed with science content, a treatment, shooting script, and storyboard. Live action footage will be selected, animation characters designed, and one minute of animation and live action footage will be produced. The resulting footage will be evaluated by screening and focus group interviews with an audience of children and adults, as well as being assessed by professionals in the large-format film field.
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TEAM MEMBERS: Kristin Martin Valentine Kass Jocelyn Stevenson Michael Templeton
resource project Media and Technology
The project conducts action research to learn more about how different groups use technology in meaningful ways, develops approaches that significantly increase access for underrepresented groups, and proposes ways in which technology might be modified or redesigned to engage, address, and represent diverse populations. The project targets children and young people from groups underrepresented with technology, informal and formal educators, community groups and organizations, researchers, policymakers and funders, industry, and the public. Products include: a report on the state of access of underrepresented groups to technology; case studies; guides to increasing community access to technology; guidelines about how to be critical viewers, users, and makers of technology; report on the issues involved in producing diverse and equitable technology design; exemplars and ideas for diversifying technology design; suggestions for software publishers and industry; commissioned papers on issues of access and design for particular underrepresented groups; an agenda for action; and interactive World Wide Web site; and a popular press book that synthesizes the knowledge gained through this project.
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TEAM MEMBERS: ellen wahl Yolanda George Eric Jolly Laura Jeffers Andres Henriquez
resource project Media and Technology
The Exploratorium will develop "The Electronic Guidebook: Extending Museum Experience Using Networked Handheld Computers." Through this project, the Exploratorium and the Concord Consortium will investigate the use of new technologies to enhance the learning experience of science museum visitors. The exponentially increasing availability of portable personal computing devices provides an opportunity for science museums to develop new ways for visitors to experiment and interact with exhibits. The partners will design and prototype a museum-based "Electronic Guidebook" for visitors. Twenty-five Exploratorium exhibits will be connected to a museum network and handheld portable computers through infrared connections. The target audiences for this project are the general public (adults and families) and children in the K-12 age range. The primary disciplinary focus is physics, with a secondary focus on mathematics.
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TEAM MEMBERS: Robert Semper Robert Tinker