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resource research Media and Technology
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths’ informal media arts practices we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes, and participation. We first outline the history of how students’ creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
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
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
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TEAM MEMBERS: Mitchel Resnick Brian Silverman
resource project Museum and Science Center Programs
Intellectual Merit: The Science Museum of Minnesota and Purdue University's Institute for P-12 Engineering Research and Learning are conducting a study within out-of-school contexts that will explore gender differences in the development of engineering interest and understanding in children between the ages of 4 and 11. During the study, the researchers will closely examine three specific informal environments: a pre-school program where parents and children can engage with engineering focused activity, a family-oriented engineering event for elementary students and their parents, and an engineering exhibit within a science museum. These settings, each featuring a high level of parent-child interaction, have been intentionally chosen due to an emerging trend in engineering education research that identifies the parent as playing a crucial role in girls' decisions regarding engineering careers. The project will examine the ways in which engineering practices (such as the iterative design, build, and test cycle) impact the development of interest and understanding. The study focuses on studying children during the critical years before middle school, when girls have been shown to have significantly lower levels of interest in engineering than boys. Broader Impacts: Investigating the processes by which girls develop early interest and understanding in engineering is essential to addressing the persistent underrepresentation of women in engineering fields. Informal learning experiences, such as interactions in the home, visits to museums, and other everyday encounters, represent a rich array of settings for the development of engineering interest that have been minimally researched. The project will share results from the study through traditional academic channels, and also through parent and practitioner workshops for informal science educators that disseminate useful practices and techniques for engaging girls in engineering at a young age. In addition, the partnership between the Science Museum of Minnesota and Purdue University creates a strong foundation for subsequent collaborative projects focused on researching informal engineering education. The project has the potential to significantly impact the ways in which girls begin to cultivate a lifelong interest in engineering, which may ultimately encourage more women to pursue engineering careers in the future.
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TEAM MEMBERS: Science Museum of Minnesota Gina Navoa Svarovsky Monica Cardella Zdanna King