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resource research Media and Technology
Children’s issues have become a greater priority on political agendas since the UN General Assembly adopted the Convention on the Rights of the Child (UNCRC). Each government has agreed to ensure that all those working with and for children understand their duties in relation to upholding children’s rights including the obligation to involve children in decisions that affect them (Article 12). Respecting children’s views is not just a model of good pedagogical practice, but a legally binding obligation. However, there is a limited awareness of Article 12, and how to actualise it. While many
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TEAM MEMBERS: Laura Lundy Elizabeth Belfast
resource research Media and Technology
The explosion at the Fukushima Nuclear Plant highlighted serious social concerns about risk communications; the public found it difficult to take preventive actions based on scientific information of radioactive fallout. We investigated public perception of the risks from low dose radiation and the role of information providers through the Internet survey focusing on parents in four Japanese regional groups. Mothers felt more anxious than fathers in Fukushima but not in further groups, and that the furthest group felt the most ambiguous anxiety. Their anxiety derived from distrust of the
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TEAM MEMBERS: Saho Tateno Hiromi M. Yokoyama
resource research Media and Technology
This study assesses the correlation between reports on food risk published in scientific journals and in the printed mass media and changes in the meat market. It focuses on the case of bovine spongiform encephalopathy (BSE) in the United Kingdom. The findings suggest that during the time BSE and its related human disease were of noticeable public concern, there was a predominantly negative correlation between the number of reports on BSE published in the British printed mass media and meat market variables. In contrast, reports of scientific research on the disease contributed to reducing the
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TEAM MEMBERS: Fabiano Nunes Vaz Homero Dewes Antônio Domingos Padula Edson Talamini
resource research Media and Technology
Spinal manipulation therapy (SMT) is a popular form of treatment for back pain among other musculoskeletal disorders, and it has received increasing media attention. Yet, despite its popularity, SMT is surrounded by controversy, mainly in regards to issues of safety and efficacy. To better understand how the media portrays SMT, we explored the content of print newspapers in Canada, the U.S., and U.K., including article framing, evidence of efficacy, risks and benefits, and the overall tone of the article in terms of whether or not the article was supporting, opposing or neutral about SMT
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TEAM MEMBERS: Christen Rachul Heather Boon Timothy Caulfield
resource project Media and Technology
In Defense of Food (IDOF) is a media and outreach project based on Michael Pollan's best-selling book of the same title. Through the lens of food science, IDOF is designed to engage diverse audiences in learning about: (1) how science research is conducted, (2) how research findings are used in media, marketing, and public policy, and (3) how to apply food science research in everyday life. IDOF will be created by Kikim Media, an independent production company, broadcast and distributed by PBS and supported by an extensive outreach campaign and interactive website. The project's educational materials will be developed, in part, by the Teacher's College at Columbia University's Center for Food and Nutrition, with dissemination supported by the Coalition for Science After School and by Tufts University's Healthy Kids Out of School initiative, which involves nine of the leading out of school time (OST) organizations, such as Girl Scouts USA, and the National Urban League. The project advisory committee includes highly respected researchers in food, nutrition, and health. IDOF will use an integrated strategy of learning resources, combining a television documentary with online/social media, community outreach, and youth activities. Knight Williams Research Communications will conduct formative and summative evaluation of all major components of the project. The results will advance the informal science community's understanding of how the combination of a documentary with outreach, website/social media, and afterschool activities impacts motivation and learning. The evaluation study will pay special attention to the degree to which participation in the community events, social media/website, and afterschool activities motivates deeper or extended engagement with the subject. Project evaluation results and educational resources will be widely disseminated to the informal science community. IDOF includes a two-hour documentary film that will be produced in both English and Spanish; a community-level outreach campaign focused on reaching underserved audiences who may not watch public television; a set of activities for use in afterschool programs, youth programs and schools; and an interactive and content-rich website with tightly integrated social media tools. IDOF will be nationally broadcast by PBS; the Spanish-language version of IDOF will be broadcast by Vme Television. The ambitious IDOF educational materials and outreach campaign, combined with interactive web and social media, will reach large and diverse audiences. The intended impacts on audiences include increased knowledge and understanding of the scientific process by learning what food scientists do, what techniques they use, and how scientists arrive at their conclusions; the development of critical thinking skills audiences can use when evaluating messages about food and nutrition in media and advertising and when making decisions about what food to buy and eat; and becoming active learners and consumers regarding food. Evaluation results will be widely disseminated to science media producers and the informal science community via professional publications and presentations at conferences. The ultimate value of the In Defense of Food documentary and learning initiative will be to enhance public understanding of the crucial importance of science in people's everyday lives and in shaping dozens of daily decisions.
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TEAM MEMBERS: Michael Schwarz
resource project Media and Technology
THE POWER TO HEAL (working title) is a 90-minute documentary on the dramatic yet largely untold story of how American hospitals were desegregated in the mid-1960s. With the active help of the civil rights movement and using Medicare as the lever, the U.S. government successfully desegregated thousands of hospitals in just a few months. Through eyewitness narratives, historians, scholars, photos, films and other period materials, we follow inspectors into the field, black and white doctors and nurses providing care and filing discrimination complaints, and senior federal officials charged with carrying out LBJ’s explicit policies. The film honors the 50th anniversaries of the Civil Rights Act of 1964 and the 1965 legislation creating Medicare, and draws on significant humanities perspectives in American, civil rights, and health care history with particular focus on the legacy of Lyndon Johnson and the work still being done to achieve equality in health care.
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TEAM MEMBERS: Barbara Berney
resource research Media and Technology
One of the problems in science education is students' low motivation and difficulty to see the connection between science learning and their daily life. In addition, many science concepts are not intuitive, and involve complicated relations between parameters. We previously presented (Weizman & Broza, 2012) evaluation of a model integrating digital educational games with interactive learning units, where we found that students reported experiencing both learning and enjoyment. The current study focused on games in science, and examined the relation between the game design parameters and the
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TEAM MEMBERS: Ayelet Weizman
resource project Media and Technology
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
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TEAM MEMBERS: Rita Karl
resource project Media and Technology
"Human +" is a collaboration among the New York Hall of Science (NYSCI), NSF Quality of Life Technology Engineering Research Center (QoLT ERC) of the University of Pittsburgh and Carnegie Mellon University, Oregon Museum of Science and Industry (OMSI), and the Institute for Learning Innovation. The project will engage engineers, educators, designers, and people with disabilities in a process of participatory design to create a 2,500 square foot traveling exhibition entitled "Human +". The STEM content is engineering, specifically the extraordinary technological advances being made to enhance human abilities. The project is making three significant contributions to the Informal Science Education (ISE) field: 1) It is a model of close integration of an NSF-funded engineering research center into an ISE project. (2) It engages people with disabilities, both as participants and audiences. (3) It broadens engagement with engineering as a participatory, creative, and socially important ISE undertaking. Project deliverables are: (1) a model for participatory design of ISE activities to generate innovation among engineers, people with disabilities, ISE professionals, and designers; and 2) a 2,500 square-foot traveling exhibition engaging the public in the science, technology, and social issues of human enhancement. Front-end evaluation will be conducted by OMSI to explore pre-existing knowledge and attitudes, integrating significant numbers of people with disabilities including veterans, young people, and older people. Formative evaluation will likewise be integrated with the participatory design process, with prototypes being tested both by audiences and by the core "Human +" participatory design team. Summative evaluation by Institute for Learning Innovation will address both the effectiveness of the participatory design process and the effectiveness of the exhibition in addressing the National Academy for Engineering goals for public understanding of engineering as a creative and socially engaged field. An estimated 700,000 visitors will experience the "Human +" exhibition at OMSI and NYSCI. In addition, OMSI will tour the exhibition through its extensive and diverse network of science centers, with 24 science centers having expressed interest as potential host sites. The Science Friday webcast/podcast will reach an estimated 1.3 million listeners. Public audiences will engage in the topic of engineering and better understand its importance to human existence through experiencing one compelling research area. The project team will work with the Veterans Administration and DARPA to engage veterans with disabilities both as participants and as audiences. The exhibit with its human-focused content will also stimulate interest among older adults and promote the engineering field to groups underrepresented in engineering such as people with disabilities, girls, and minority youth. The project places cutting-edge technology and engineering practice in a profoundly personal context. "Human +" will contribute to the empowerment of the great majority of people who have, or will have, disabilities during their lifetime and for those of us who care for people with disabilities.
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resource project Media and Technology
This project will develop a prototype intelligent cyberlearning platform for middle school audiences at a museum location to test and evaluate the use of virtual learning technologies. The content for this test is focused on sustainability issues that enable students to develop an age-appropriate understanding of the relationships between specific conservation decisions, energy use, human health, and population growth within Earth's ecosystem. The prototype cyberlearning system will demonstrate how users can learn about science topics by interacting with a display of environmental factors that enable them to explore the impact of social, economic, and technological forces that may change one existing state and condition to another. The system will enable users to understand the interrelationships of those elements by enabling them to change conditions and then observing the effect of the changes they make on the conditions presented in the initial model. The prototype intelligent cyberlearning system will provide a unique integration of a sophisticated agent-based modeling simulation of environmental, social, and economic phenomena with three advanced learning technologies: game-based learning systems, intelligent tutoring systems, and narrative-centered learning systems. The game-based and narrative aspects of the project are embodied in the interactive time-travel focus of the 3D display on a multi-touch surface computing table in which users will play the role of environmental scientists who have been charged with helping earth become a thriving green planet. They will go back in time and be given the opportunity to make different decisions on any range of options. After they make their decisions, they will travel forward in time to see the results of their decisions. All of the interactions will be used to dynamically generate their time-travel adventures. The intelligent tutoring system will track user\'s problem-solving activities in the simulated world. As users make decisions, the intelligent tutoring system will draw inferences about their level of understanding of key environmental concepts. Given the current problem-solving goal (e.g., reduce green house gases) and the current state of the environment (e.g., climatological state, earth's population, factory emissions), the intelligent tutoring system will draw on its knowledge of common environmental misconceptions to assist students as they progress through the sustainability narratives. The intelligent tutoring system will receive the updated state from the agent-based simulation, which will then provide explanatory commentary and advice through the virtual human to the users about the causal connections underlying the results of the decisions they have made. Similarly, during the course of decision-making, users will be able to request advice, and the same computational framework will drive the virtual human\'s advice generation functionalities. The project will design, development, deploy, and evaluate a prototype intelligent cyberlearning platform for sustainability that supports independent, but guided, exploration of science topics. Because all users interactions will be accompanied by a virtual environmental scientist who will narrate their journeys and offer problem-solving advice, users will be afforded rich learning opportunities that support independent inquiry but also provided guided exploration of complex science topics. With a focus on group learning experiences in the out-of-school setting, the virtual environmental scientist will answer questions that will engage groups of users in a collaborative effort to understand the rich interrelationships of sustainability. The project will demonstrate the transformative potential of intelligent cyberlearning systems that integrate agent-based modeling with game-based learning, intelligent tutoring systems, and narrative-centered learning in an out-of-school setting to enable users to experience science in fundamentally new ways.
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TEAM MEMBERS: James Lester Bradford Mott James Minogue Patrick Fitzgerald
resource project Media and Technology
WGBH is producing the fifth and sixth seasons of NOVA scienceNOW, a multimedia project that addresses a wide array of science, technology, engineering, and mathematics subjects via multiple platforms. They include national PBS broadcast, the PBS web site, and innovative outreach activities such as an expanded Science Café initiative. Hosted by astrophysicist Dr. Neil deGrasse Tyson, Season Five will air in 2010; Season Six in 2011. The focus is "stories of transformative research," e.g., nanotechnology, stem cells, quantum computing, as well as clean energy, and climate change. Project goals are to "produce a lasting impact on Americans' appreciation for and understanding of current scientific research," and to encourage an interest in STEM careers among younger viewers. Building upon solid prior work, the proposed project is finding new ways to interweave the television show, web materials, and Science Cafés to provide multiple entry points and pathways for the audience. For example, they will produce 32 web-only scientist profiles supported by a blog and social media tools, and then train these scientists as presenters for the Science Cafés. NOVA is planning a new strategy to maximize carriage and increase audience for the six new programs per year; the programs will run consecutively in the NOVA Wednesday evening primetime slot during the summer. During Season Three, over 2.7 million television viewers per week tuned in NOVA scienceNow, with 62,000 unique visitors to the web site per month and 75 active Science Cafés across the country. The expanded Science Café initiative is designed to become self-sustaining beyond the grant period through new partnerships with groups such as the Astronomical Society of the Pacific, the American Chemical Society, and the Coalition for the Public Understanding of Science. The project will also collaborate with the Association of Science-Technology Centers and science centers around the country to host Science Cafés featuring scientists profiled on the web. Goodman Research Group will assess the reach and effectiveness of Seasons Five and Six. The focal/primary evaluation activity is a viewing and engagement study on the influence of viewing the series along with accessing and participating actively with the increased web and outreach offerings. This study will comprise web-based surveys with adaptive branching patterns, which will include data collection from a variety of participants and will focus on participants? use of the series, website, and outreach. The summative evaluation will measure how the project is reaching these audience segments, while also meeting the overall goals of increasing public understanding of science and engagement in science-related activities.
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TEAM MEMBERS: Paula Apsell
resource project Media and Technology
This Small Business Innovation Research (SBIR) Phase I project will demonstrate the feasibility of engaging children ages 8 to 13 in the wonders of science and the application of scientific principles through the transmedia SCIENTASTIC! project. The study will also demonstrate that the television series will help students answer questions and solve problems for themselves and their community. The American public supports the advancement of scientific knowledge and our investment in scientific research leads the world. However, Americans are falling behind in educating the next generation of scientists. Late elementary school is an ideal time to capture students' attention and engage them in STEM activities. Using rigorous evaluation techniques we will show that SCIENTASTIC! encourages hands-on learning by exploration, questioning and thinking. The innovative television program and integrated companion resources provide scientific role models and demonstrate the scientific process in an entertaining way. The associated web site, Apps, Web 2.0 repository and teaching aids allow students, teachers, and parents to further explore concepts introduced in the show. Preliminary analysis reveals that the SCIENTASTIC! target audience liked the show, would watch the show and learned from the show. Further analysis will demonstrate that the transmedia approach increases viewer interest and learning. The broader impact/commercial potential of this project will play a transformative role in encouraging students to take STEM courses in college, pursue scientific careers, and become a scientifically informed electorate. By developing the story beyond the story, transmedia SCIENTASTIC! has strong commercial value. Dissemination through public television allows for a potential audience of 250 million people. Commercial and noncommercial sponsorships will be sold with associated on-air credits. Additional direct funding will be sought from industries with interests in promoting science and health literacy. A commercial version of the program will be offered to cable networks on a licensing basis, with DVDs, Apps and study guides sold to schools, homeschoolers, and parents. With a broad and commercially viable dissemination, SCIENTASTIC! will show children the joys of science by demonstrating and engaging in hands-on, team- based learning in real-world contexts. This process will improve student retention and will show that SCIENTASTIC! introduces new ways to learn. The SCIENTASTIC! project will evaluate teaching techniques information that will be shared with policy-makers, educational institutions, and teachers to improve education nationwide. By spreading successful methods for engaging children in math and science, SCIENTASTIC! shoiuld have significant societal benefit creating a generation of scientifically educated decision-makers.
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TEAM MEMBERS: David Caldwell