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resource project Media and Technology
Successful peer-to-peer practices in informal science learning (ISL) are often not well defined, but further investigation has the potential to help uncover how to motivate and scaffold children's joint learning in science and engineering. Team Hamster!, a PBS KIDS interactive digital series that helps youth think creatively and use engineering skills to solve problems with everyday tools, will be used to achieve the goals of this project.
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TEAM MEMBERS: Jessica Andrews Jason Yip Melissa Carlson
resource research Media and Technology
The executive summary of the Formative Research Report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities.
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TEAM MEMBERS: Janna Kook Camille Ferguson Lucy Nelson Marisa Wolsky Jessica Andrews
resource research Media and Technology
This is the formative research report for the project: Fostering Joint Parent/Child Engagement in Preschool Computational Thinking by Leveraging Digital Media, Mobile Technology, and Library Settings in Rural Communities
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TEAM MEMBERS: Marisa Wolsky Jessica Andrews Janna Kook Lucy Nelson Camille Ferguson
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
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TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource research Media and Technology
In recent years, transmedia has come into the spotlight among those creating and using media and technology for children. We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age. Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature
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TEAM MEMBERS: Becky Herr-Stephenson Meryl Alper Erin Reilly
resource project Media and Technology
The project team is developing a prototype of Thinking Time, a tablet-based app and game for early learners (ages 3- to 6-years-old) that provides cognitive training games based on neuropsychological research. Game play will be self-guided and adaptive, and will support the development of working memory, attention and impulse control, and flexibility. The goal is to promote academic readiness by scaffolding cognitive skills during the early years of heightened brain plasticity. In the Phase I pilot research, the project team will examine whether the software prototype functions as planned, if teachers are able to integrate it within the classroom environment, and whether children are engaged with the prototype.
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TEAM MEMBERS: Grace Wardhana
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes PEEP and the Big Wide World, a fully bilingual website (in Spanish and English) containing 120 animated stories and live-action video segments; 21 online games; 120 offline “Anywhere Science and Math” activities for families; an extensive curriculum for preschool educators; and 14 Android and iOS mobile apps for kids.
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TEAM MEMBERS: WGBH Educational Foundation Marisa Wolsky
resource research Media and Technology
In this paper, the Franklin Institute's Ann Mintz discusses the managerial challenges associated with evaluation projects. Mintz explains how evaluators teeter on a continuum serving as both as artists and educators throughout the evaluation process. She cites evidence from an ongoing project at the Franklin Institute called the The Franklin Institute Computer Network that serves seven categories of museum visitors.
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TEAM MEMBERS: Ann Mintz