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resource research Media and Technology
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource research Media and Technology
An international wiki-based collaboration was integrated into a large introductory educational technology course enrolling 346 students, divided into 43 teams. Student teams participated in a 5-week project in which they created wiki chapters about the educational uses of specific Web 2.0 tools. Two to four international students, located in their home countries, participated on each team, collaborating via the evolving wiki, as well as other Web 2.0 tools. Using expectancy-value as our motivational framework, we gathered pre- and post-survey data, triangulated with focus group interview data
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TEAM MEMBERS: Peggy Ertmer Timothy Newby Wei Liu Annette Tomory Ji Yu Young Lee
resource research Media and Technology
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on student engagement, meaning making and critique of the program, in their own words. The study's data source was a mid-program student feedback survey implemented in Pilot Year 2 (2008/2009) of the 5 year design-based research initiative, in which the
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TEAM MEMBERS: Rebecca Reynolds Idit Caperton
resource research Media and Technology
Successful online students must learn and maintain motivation to learn. The Self-regulation of Motivation (SRM) model (Sansone and Thoman ) suggests two kinds of motivation are essential: Goals-defined (i.e., value and expectancy of learning), and experience-defined (i.e., whether interesting). The Regulating Motivation and Performance Online (RMAPO) project examines implications using online HTML lessons. Initial project results suggested that adding usefulness information (enhancing goals-defined motivation) predicted higher engagement levels (enhancing experience), which in turn predicted
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TEAM MEMBERS: Carol Sansone Tamra Fraughton Joseph Zachary Jonathan Butner Cecily Heiner
resource project Media and Technology
The WGBH Educational Foundation together with the Association of Computing Machinery (ACM) and dozens of partners, proposes a major new initiative to reshape the image of computing among college-bound high school students, with a special focus on Latina girls and African-American boys. Image is seen as an important factor in the lack of interest in computing majors among high school and college students, who often see computer scientists as geeks and nerds with boring jobs and equally boring lives. Latina girls and African-American boys--among the most underrepresented groups in computing--represent particularly important and challenging audiences. The New Image for Computing project will research and design a "communications make-over"--a new set of messages that will accurately and positively portray the field and will be widely tested for their emotional appeal to and intellectual connection with the targeted audiences. Experienced marketing professionals will help create the messaging campaign using proven marketing and communications strategies. WGBH, a leading producer of programming for public television and non-broadcast educational media, is uniquely positioned to lead this initiative, as they have a current, similar project called Engineer Your Life that aims to encourage academically prepared high school girls to consider engineering as an attractive option for both post-secondary education and as a career choice.
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TEAM MEMBERS: Julie Benyo John White
resource project Media and Technology
The University of Massachusetts Lowell conducted 1.5-day conference in the fall of 2011, titled "Learning on the Go: Using Out-of-Home Media to Communicate Climate Science." The conference, held at the Lowell Inn and Conference Center, brought together approximately 125 professionals and students in climate science, communications, out-of-home media, social science, informal and formal science education, and educational psychology with the goal of exploring opportunities for applying out-of-home media to communicating science to the public, with a particular emphasis on climate change science. "Out-of-home media" is defined as any type of communication that reaches individuals while they are out of the home, including mobile media, billboards, mass transit placards, posters, etc. The intent was to consider how informal science education and its impacts on learning can be expanded via the adaptation of such media to the goals of ISE. Conference proceedings and podcasts of keynote sessions will be made available on a conference Web site. Conference evaluation will be conducted by Arbor Consulting Partners.
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TEAM MEMBERS: David Lustick Jill Lohmeier
resource project Media and Technology
A national facility a three-system ground-based mobile radar fleet, the Doppler On Wheels (DOWs). The three systems include two mobile X-band Doppler on Wheels and the 6 to 12 beam "Rapid Scan DOW". These radar systems have participated in research projects that have covered a broad range of topics including individual cumulus cloud studies, orographic precipitation and dynamics, hydrologic studies, fire weather investigations, severe convective storms and tropical cyclones at landfall. DOWs can be frequently utilized on site for educational activities, such as being part of a university atmospheric instrumentation courses. The DOWs can be operated by students with minimal, often remote, technical supervision. The DOWs add significantly to the facility infrastructure of the atmospheric sciences community.
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TEAM MEMBERS: Joshua Wurman
resource research Media and Technology
While industries such as music, newspapers, film and publishing have seen radical changes in their business models and practices as a direct result of new technologies, higher education has so far resisted the wholesale changes we have seen elsewhere. However, a gradual and fundamental shift in the practice of academics is taking place. Every aspect of scholarly practice is seeing changes effected by the adoption and possibilities of new technologies. This book will explore these changes, their implications for higher education, the possibilities for new forms of scholarly practice and what
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TEAM MEMBERS: Martin Weller
resource project Media and Technology
The Science Cartoon (Sci-Toons) initiative, an informal education program, was developed to engage STEM and non-STEM students and faculty in the creation of science animation. Housed within Brown University’s Science Center, Sci-Toons projects incorporate several students and faculty each semester from both STEM and non-STEM majors. Team members are provided with technical training in animation, storytelling, and scientific concepts. The Sci-Toons model is a new approach for communicating scientific research and concepts to a broad audience via storytelling, animation, high-quality multimedia, and art.
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TEAM MEMBERS: Oludurotimi Adetunji
resource project Media and Technology
The LTER Network is an innovative platform for training the next generation of natural scientists in collaborative, integrative, long-term research in ecology. An important objective of the network is to share knowledge with other communities. The LTER Network Office addresses this objective by managing a Communication and Outreach program that targets key communities—scientists, policy makers, educators and students, and the mass media as a proxy of the rest of the non-specific audiences—and maintain strategic partnerships and collaborations that provide improved access to these communities.
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TEAM MEMBERS: mcOwiti thomas
resource project Media and Technology
"Ongoing collaboration-wide IceCube Neutrino Observatory Education and Outreach efforts include: (1) Reaching motivated high school students and teachers through IceCube Masterclasses; (2) Providing intensive research experiences for teachers (in collaboration with PolarTREC) and for undergraduate students (NSF science grants, International Research Experience for Students (IRES), and Research Experiences for Undergraduates (REU) funding); and (3) Supporting the IceCube Collaboration’s communications needs through social media, science news, web resources, webcasts, print materials, and displays (icecube.wisc.edu). The 2014 pilot IceCube Masterclass had 100 participating students in total at five institutions. Students met researchers, learned about IceCube hardware, software, and science, and reproduced the analysis that led to the discovery of the first high-energy astrophysical neutrinos. Ten IceCube institutions will participate in the 2015 Masterclass. PolarTREC teacher Armando Caussade, who deployed to the South Pole with IceCube in January 2015, kept journals and did webcasts in English and Spanish. NSF IRES funding was approved in 2014, enabling us to send 18 US undergraduates for 10-week research experiences over the next three years to work with European IceCube collaborators. An additional NSF REU grant will provide support for 18 more students to do astrophysics research over the next three summers. At least one-third of the participants for both programs will be from two-year colleges and/or underrepresented groups. "
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TEAM MEMBERS: Jim Madsen Silvia Bravo Gallart
resource project Media and Technology
The Physics and Chemistry Education Technology (PhET) Project is developing an extensive suite of online, highly-interactive simulations, with supporting materials and activities for improving both the teaching and learning of physics and chemistry. There are currently over 70 simulations and over 250 associated activities available for use from the PhET website (http://phet.colorado.edu). These web-based resources are impacting large number of students. Per year, there are currently over 4 million PhET simulations run online and thousands of full website downloads for offline use of the simulations. The goal is that this widespread use of PhET's research-based tools and resources will improve the education of students in physics and chemistry at colleges and high schools throughout the U.S. and around the world. This PhET project combines a unique set of features. First, the simulation designs and goals are based on educational research. Second, using a team of professional programmers, disciplinary experts, and education research specialists enables the development of simulations involving technically-sophisticated software, graphics, and interfaces that are highly effective. Third, the simulations embody the predictive visual models of expert scientists, allowing many interesting advanced concepts to become widely accessible and revealing their relevance to the real world. And finally, the project is actively involved in research to better understand how the design and use of simulations impacts their effectiveness - e.g. investigating questions such as "How can these new technologies promote student understanding of complex scientific phenomena?" and "What factors inhibit or enhance their use and effectiveness?".
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TEAM MEMBERS: Katherine Perkins Michael Dubson Noah Finkelstein Robert Parson Carl Weiman