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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Lisa Hardy Jennifer Kahn Gary Goldberger
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Chris Schmidt Lisa Leombruni
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
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TEAM MEMBERS: Ross Higashi
resource research Media and Technology
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views. The research explored the potential for informal STEM learning
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TEAM MEMBERS: Lisa Leombruni Heather Hodges
resource research Media and Technology
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource research Media and Technology
The mixed methods randomized experimental study assessed a model of engagement and education that examined the contribution of SciGirls multimedia to fifth grade girls’ experience of citizen science. The treatment group (n = 49) experienced 2 hours of SciGirls videos and games at home followed by a 2.5 hour FrogWatch USA citizen science session. The control group (n = 49) experienced the citizen science session without prior exposure to SciGirls. Data from post surveys and interviews revealed that treatment girls, compared to control girls, demonstrated significantly greater interest in their
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TEAM MEMBERS: Barbara Flagg
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
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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.
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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
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TEAM MEMBERS: Stephanie Eordanids Elisabeth Gee Gail Carmichael
resource evaluation Media and Technology
In support of a summative evaluation of SciGirls Season Three, Multimedia Research developed a scale to assess preteen girls’ interest in nature and science. The work was sponsored by Twin Cities PBS under NSF Grant No. 1323713. Multimedia Research developed, piloted, validated and implemented the GINSS: A nine statement Likert scale constructed to reveal girls’ strength of interest in nature and science activities. Researchers and evaluators are encouraged to use this scale to extend its application. Please email if you eventually use the scale in your research or evaluation: Flagg
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
Click! Urban Adventure Game was a mixed-reality role-playing game where girls worked in teams to solve a fictional mystery based on a real-world issue, using technology and science to conduct their investigation. In this article we describe the design of the experience and present evidence that the game increased girls’ confidence, interest, and knowledge of science and technology and helped to build a community of support and conversation-centred learning for girls. This example has implications for the design of informal learning experiences that bridge interest and identity with science and
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TEAM MEMBERS: Lauren Giarratani Anujah Parikh Betsy DiSalvo Karen Knutson Kevin Crowley