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resource project Media and Technology
The Mabee Library at MidAmerica Nazarene University will create a Center for Games and Learning, which will be used to incorporate games in higher education curricula and academic life, with the goal of promoting skills such as collaboration, critical thinking, and strategic thinking. A cohort of faculty members will incorporate games into selected courses, and evaluations will be performed to assess the acquisition of skills through gaming. Following the dissemination of these findings, the Center for Games and Learning will remain as a pioneering campus resource for future faculty to incorporate in their courses.
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TEAM MEMBERS: Lauren Hays
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource evaluation Media and Technology
Media MashUp (MMU) was an IMLS funded project (LG-07-08-0113 ) designed to help libraries build capacity for offering computer-based programs for youth. These programs were designed to help foster 21st Century literacy skills. The program focused on the Scratch programming language (http://scratch.mit.edu/), but also used other creative freeware programs (i.e., Audacity, Picasa, SAM animation, ArtRage). MMU was a partnership among six library systems from around the country and The Science Museum of Minnesota. Three staff members from each library participated in the program: two librarians or
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource evaluation Media and Technology
The Media MashUp project is funded by the IMLS (Grant LG-07-08-0113 ) to build capacity at libraries for computer-based programs for youth that help build 21st Century literacy skills. Twenty first Century literacy skills include interactive engagement with technology, collaboration and team problem solving, taking initiative and managing time and the use of higher level processing skills (www.21stcenturyskills.org/). This project uses the Scratch programming platform (http://scratch.mit.edu/) developed at MIT to help foster youth's 21st Century literacy skills. The professional audience
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource project Media and Technology
This cooperative agreement will support a program of targeted outreach, professional development and national visibility for libraries and museums as important, community-based venues for student/youth game development and STEM learning. IMLS will provide financial support amounting to $100,000 for work over the Project period of January 1, 2013 to December 31, 2013. as part of this key learning and development phase, we will conduct activities including targeted outreach, professional development, youth workshops, national promotion and documentation/evaluation.
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TEAM MEMBERS: Michael Levine
resource project Media and Technology
The Leonard Lief Library and Department of Art at Lehman College will create an Animated Information Literacy Advocate to explore the feasibility of using animation to foster information literacy in college-­age students. Information literacy skills, including assessing information, locating sources, thinking critically, and acting ethically, are especially vital for young people entering the workforce. Four videos featuring an animated advocate developed using Kabuki RealTime Animation software will introduce learners to critical thinking in dramatic scenarios. Focus groups will be conducted to measure student satisfaction and measure outcomes of learning. The advocate will be the first animated character to deliver information literacy instruction, providing the broader library field with a new area of research in online instruction as well as the ability to test three pedagogical strategies.
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TEAM MEMBERS: Michael Ferraro
resource project Media and Technology
Stanford University Library, in partnership with the University of Santa Cruz, will develop a publishable metadata scheme for digital games, including ontology and terminology, as well as a system and tools for citation of in-game events and game states. While the work of collection and preservation is underway, digital games present unique and complex stewardship problems, including methods for description, discovery and citation. As acquisition of this type of collection increases, challenges with cataloguing, storage, and access are compounded. This framework will provide a complete solution to the closely linked problems of finding, accessing, and citing digital games, a growing and important part of modern culture.
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TEAM MEMBERS: Noah Wardrip-Fruin
resource project Media and Technology
The Missouri Botanical Garden and partners at Harvard University, Cornell University, and New York Botanical Garden will test new means of crowdsourcing to support the enhancement of content in the Biodiversity Heritage Library (BHL). The BHL is an international consortium of the world's leading natural history libraries that have collaborated to digitize the public domain literature documenting the world's biological diversity, resulting in the single, largest, open-licensed source of biodiversity literature. The project will demonstrate whether or not digital games are an effective tool for analyzing and improving digital outputs from optical character recognition and transcription. The anticipated benefits of gaming include improved access to content by providing richer and more accurate data; an extension of limited staff resources; and exposure of library content to communities who may not know about the collections otherwise.
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TEAM MEMBERS: Trish Rose-Sandler