Skip to main content

Community Repository Search Results

resource project Media and Technology
Well-designed educational games represent a promising technology for increasing students interest in and learning of STEM topics such as physics. This project will research how to optimally combine and embed dynamic assessment and adaptive learning supports within an engaging game design to build effective educational games. The project will add enhancements to a physics game called Physics Playground. The general goal of this research is to test a valid methodology that can be used in the design of next-generation learning games. The enhancement of Physics Playground will leverage the popularity of video games to capture and sustain student attention and teach physics to a much broader audience than is currently the case in traditional physics classrooms. To be most effective, this new genre of learning games needs to not only be highly engaging as a game but also to provide real-time assessment and feedback to students; support understanding of science content (i.e.,Newtonian physics); be accessible to beginners; accommodate a range of proficiencies and interests; and support equity. The research will have particular relevance to designers developing other science games and simulation by providing information about the kinds of learning supports and feedback to students are most effective in promoting engagement and learning. The project is supported by the Cyberlearning and Future Learning Technologies Program, which funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively.

The project will systematically develop, test, and evaluate ways to integrate engaging, dynamic learning supports in Physics Playground to teach formal conceptual physics competencies. More generally, the project aims to advance the learning sciences, particularly in the fields of adaptivity and assessment in educational technology. Using a design-based research approach spanning three years, the research team will: (1) develop and test the effectiveness of various learning support features included in the game in Year 1; (2) develop and test an adaptive algorithm to manage the progression of difficulty in game levels in Year 2; and (3) test learning supports and adaptive sequencing in a controlled evaluation study. This research will provide evidence of the instructional effectiveness of an educational game designed using principles of instructional, game, and assessment design. It will advance understanding of the contributions of different kinds of learning supports (e.g., visualizations and explanations) and adaptivity to game-based learning and contribute to the design of next-generation learning games that successfully blur the distinction between assessment and learning. The project will generate research findings that can be incorporated into other types of STEM learning games.
DATE: -
TEAM MEMBERS: Valerie Shute Russell Almond Fengfeng Ke
resource project Media and Technology
The project will research and further develop an interactive platform, Visitor Interactions in Microbiology (VIM), that enables museum visitors to influence and learn about the behavior of live microorganisms. Hands-on museum exhibits encourage visitors to engage with, and manipulate, scientific content. Currently, museum visitors experience microbiology by observing microorganisms through a microscope, through models, or through simulations, all of which limit interactivity. With the VIM platform, visitors draw on a screen or use a Kinect motion sensor to generate microscopic light images. The single celled organisms respond to these images in real-time. Preliminary testing shows that the platform has significant potential to promote prolonged engagement and science inquiry by visitors. The project will develop and research additional technological and design considerations to understand how VIM can be translated into effective museum exhibits. This project is supported by the Advancing Informal STEM Learning (AISL) program which funds research and innovative resources for use in a variety of settings as a part of its overall strategy to enhance learning in informal environments.

Project researchers will first compare VIM to existing microscopic exhibits to investigate both advantages as well as limitations with the platform. Based on that research, three iterations of prototypes of VIM and user testing will explore possible extensions of VIM with respect to modes of visitor interactions, types of organisms and types of stimuli. In addition to improving the VIM platform, the knowledge gained from this study will inform a new approach to informal science learning -- an approach that supports self-directed inquiry, interest in microbiology, and interest in underlying technology. The project will produce: (1) research results concerning the potential of VIM and the variety of interaction modes that are effective using the system and (2) an open-source catalogue of hardware, software and protocol instructions that will enable other institutions to take advantage of the research on VIM. Project research findings and resources will be widely disseminated to practitioners via conferences and professional journals. The research will provide the foundation for future work that will include the design of a permanent exhibition.
DATE: -
TEAM MEMBERS: Hans Riedel-Kruse Joyce Ma
resource project Media and Technology
This project will capitalize on the power of story to teach foundational computational thinking (CT) concepts through the creation of animated and live-action videos, paired with joint media engagement activities, for preschool children and their parents. Exposure at a young age to CT is critical for preparing all students to engage with the technologies that have become central to nearly every occupation. But despite this recognized need, there are few, if any, resources that (1) introduce CT to young children; (2) define the scope of what should be taught; and (3) provide evidence-based research on effective strategies for bringing CT to a preschool audience. To meet these needs, WGBH and Education Development Center/Center for Children and Technology (EDC/CCT) will utilize an iterative research and design process to create animated and live-action videos paired with joint media engagement activities for parents and preschool children, titled "Monkeying Around". Animated videos will model for children how to direct their curiosity into a focused exploration of the problem-solving process. Live-action videos will feature real kids and their parents and will further illustrate how helpful CT can be for problem solving. With their distinctive visual humor and captivating storytelling, the videos will be designed to entice parents to watch alongside their children. This is important since parents will play an important role in guiding them in explorations that support their CT learning. To further promote joint media engagement, hands-on activities will accompany the videos. Following the creation of these resources, an experimental impact study will be conducted to capture evidence as to if and how these resources encourage the development of young children's computational thinking, and to assess parents' comfort and interest in the subject. Concurrent with this design-based research process, the project will build on the infrastructure of state systems of early education and care (which have been awarded Race to the Top grants) and local public television stations to design and develop an outreach initiative to reach parents. Additional partners--National Center for Women & Information Technology, Code in Schools, and code.org (all of whom are all dedicated to promoting CT)--will further help bring this work to a national audience.

Can parent/child engagement with digital media and hands-on activities improve children's early learning of computational thinking? To answer this question, WGBH and EDC/CCT are collaborating on a design-based research process with children and their parents to create Monkeying Around successive interactions. The overarching goal of this mixed-methods research effort is to generate evidence that supports the development of recommendations around the curricular, instructional, and contextual factors that support or impede children's acquisition of CT as a result of digital media viewing and hands-on engagement. Moving through cycles of implementation, observation, analysis, and revision over the course of three years, EDC/CCT researchers will work closely with families and WGBH's development team to determine how children learn the fundamentals of CT, how certain learning tasks can demonstrate what children understand, how to stimulate interest in hands-on activities, and the necessary scaffolds to support parental involvement in the development of children's CT. Each phase of the research will provide rich feedback to inform the next cycle of content development and will include: Phase 1: the formulation of three learning blueprints (for algorithmic thinking, sequencing, and patterns); Phase 2: the development of a cohesive set of learning tasks to provide evidence of student learning, as well as the production of a prototype of the digital media and parent/child engagement resources (algorithmic thinking); Phase 3-Part A: pilot research on the prototype, revisions, production of two additional prototypes (sequencing and patterns); Phase 3-Part B: pilot research on the three prototypes and revisions; and Phase 4: production of 27 animated and live-action videos and 18 parent/child engagement activities and a study of their impact. Through this process, the project team will build broader knowledge about how to design developmentally appropriate resources promoting CT for preschool children and will generate data on how to stimulate interest in hands-on activities and the necessary scaffolds to support parental involvement in the development of children's CT. The entire project represents an enormous opportunity for WGBH and for the informal STEM media field to learn more about how media can facilitate informal CT learning in the preschool years and ways to broaden participation by building parents' capacity to support STEM learning. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
DATE: -
TEAM MEMBERS: Marisa Wolsky Heather Lavigne
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
DATE: -
TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource project Media and Technology
The connections between technology applications of all sorts and human users that are ubiquitous in informal learning and assume a great deal about how the technology is used and how learning takes place. Much of the research in this area has been focused on game design and interaction. This project will examine this interaction involving the use of gestures that represent how individuals work with systems and large data sets that represent complex systems like the oceans, to understand how basic elements of a project with a 3-D type of design might enhance the user experience and increase the utility and learning that takes place by understanding the cognitive elements of these game like interactions in specific STEM related settings like museums.

This exploratory pathways project will investigate the use of interactive, gesture-enabled, multi-touch spheres for teaching about ocean systems in science centers and museums. The gesture-enabled aspect of the project will improve on interactive table-top installations which can frustrate users who use unexpected gestures and receive no response leading to brief interaction and abandonment without significant interaction or learning. The project will investigate ways in which unsupported gestures would still produce a system response which would encourage the user to remain at the installation and continue to investigate. The effect of multiple gestures will be supported by using natural mappings between gestures and interactions with the on-sphere data.

The project investigates theories of embodied cognition that support the notion that by engaging with global-scale datasets on a spherical display more effectively models the earth in a non-distorted manner and therefore will be more natural and allow users to develop a more accurate conceptual model of how data relates to itself and the globe. In this way, the project shares some aspects of understanding about learning through game play. The sphere will not be a fully developed game but will share characteristics of game play.

This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
DATE: -
TEAM MEMBERS: Katie Stofer Lisa Anthony Peter Chang Alice Darrow Annie Luc Hannah Neff Alex Popeil Carrie Schuman Nikita Soni Betty Dunckel John Baek Bilge Mutlu Amanda Morales Jeremy Alexandre Brittani Kirkland
resource research Media and Technology
This paper explores the possibilities and challenges simulations pose for informal science education, focusing on three crucial opportunities: (1) Diversity of contexts, goals, and methods, (2) "Outside the box," and (3) Interest-driven, individualized learning. The paper provides an overview of games and games research, followed by an examination of informal learning environments and learning across contexts.
DATE:
TEAM MEMBERS: Kurt Squire Nathan Patterson
resource research Media and Technology
Computer Science (CS) education at the middle school level using educational games has seen recent growth and shown promising results. Typically these games teach the craft of programming and not the perspectives required for computational thinking, such as abstraction and algorithm design, characteristic of a CS curriculum. This research presents a game designed to teach computational thinking via the problem of minimum spanning trees to middle school students, a set of evaluation instruments, and the results of an experimental pilot study. Results show a moderate increase in minimum spanning
DATE:
TEAM MEMBERS: Britton Horn Hilery Chao Christopher Clark Amy Stahl Gillian Smith Oskar Strom Casper Harteveld
resource research Media and Technology
Games that help players develop an understanding of computer science concepts are a promising alternative to the current emphasis on programming. This workshop will introduce participants to digital and analog games that demonstrate how CS concepts can be integrated with game play and engaging story contexts. Relevant issues such as the use of player data for assessment of learning, the role of narrative in educational games, and the challenges of identifying appropriate concepts for game-based learning will also be addressed.
DATE:
TEAM MEMBERS: Elisabeth Gee Kelly Tran Earl Aguilera Casper Harteveld Gillian Smith Yetunde Folajimi Carolee Stewart-Gardiner Stephanie Eordanidis Gail Carmichael
resource research Media and Technology
Computer science and its related fields are rapidly growing. However, there is a significant and rising shortage of women in this career domain. To combat this shortage, we explored the potential of coupling analog and digital games teaching computer science concepts to educate, interest, and engage female youth. For our purposes we created and used an analog and digital game both teaching the same computer science principle, image representation, in an after school program setting with middle school-aged females. Assessments were completed by the girls before and after the analog game version
DATE:
TEAM MEMBERS: Stephanie Eordanids Elisabeth Gee Gail Carmichael
resource research Media and Technology
With support from the National Science Foundation’s Science Learning+ initiative, Twin Cities Public Television (TPT), in St. Paul, MN, in collaboration with a team of researchers in the US and the UK organized a workshop with the title Affinity Spaces for Informal Science Learning: Developing a Research Agenda. Our goal was to develop and refine a set of concepts and issues that will guide future investigations into how participation in online affinity spaces can promote and enable informal science learning. The workshop took place on July 6th and 7th, 2015, ahead of the Games+Learning
DATE:
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. How can we come to terms with the complex social impact of new cutting-edge fields like synthetic biology, robotics, genetics and machine learning? In order to manage these transformative changes, people not only need to understand science and technology, but also to actively participate in shaping a world where our ability to control the building blocks of life and cognition is vastly expanded. The Transmedia Museum will use the interactive, engaging nature of
DATE:
TEAM MEMBERS: Ed Finn Steve Gano Ruth Wylie David Guston Micah Lande Rae Ostman
resource research Media and Technology
Learning to See, Seeing to Learn: A Sociotechnical System Supporting Taxonomic Identification Activities in Volunteer-Based Water Quality Biomonitoring is an Innovations in Development proposal to further develop and study a cyber-enhanced informal learning environment to support observational practices and classification skills in a citizen science context. In particular, we focus on the taxonomic ID bottleneck that hampers the acquisition of high-caliber biotic data needed for volunteer-based water quality monitoring efforts.
DATE: