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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 evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource research Media and Technology
The Year in ISE is a slidedoc designed to track and characterize field growth, change and impact, important publications, and current topics in ISE in 2018. Use it to inform new strategies, find potential collaborators for your projects, and support proposal development. Scope This slidedoc highlights a selection of developments and resources in 2018 that were notable and potentially useful for the informal STEM education field. It is not intended to be comprehensive or exhaustive, nor to provide endorsement. To manage the scope and length, we have focused on meta analyses, consensus reports
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TEAM MEMBERS: James Bell
resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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resource research Media and Technology
The overall purpose of the Kinetic City (KC) Empower project was to examine how informal science activities can be made accessible for students with disabilities. The premise of this project was that all students, including those with disabilities, are interested in and capable of engaging in science learning experiences, if these experiences are accessible to them. Drawing on resources from Kinetic City, a large collection of science experiments, games, and projects developed by the American Association for the Advancement of Science (AAAS), the project researched and adapted five after
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TEAM MEMBERS: Bob Hirshon Laureen Summers Babette Moeller Wendy Martin
resource research Media and Technology
Creating Museum Media for Everyone is an NSF-funded collaborative project of the Museum of Science, the WGBH National Center for Accessible Media, Ideum, and Audience Viewpoints, to further the science museum field's understanding of ways to research, develop, and evaluate digital interactives that are inclusive of all people. As a part of this effort to enable museums to integrate more accessible media into their exhibits to make them more welcoming and educational for visitors with disabilities as well as general audiences, this paper provides an overview of approaches to media accessibility
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TEAM MEMBERS: Madeline Rothberg Christine Reich
resource research Media and Technology
This catalog details the extent of NASA’s game portfolio, so that others developing new games are able to build upon the lessons learned from the past. Enclosed herein are details on fourteen individual games that have been created by or for NASA as well as two collections of hosted Flash games. Each entry has information about the game, including a screen shot, point of contact (if available), and a link to the game’s site. The games are identified by genre, NASA content or contribution, and intended audience or Entertainment Software Review Board (ESRB) rating.
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TEAM MEMBERS: Daniel Laughlin
resource research Media and Technology
Creating Museum Media for Everyone (CMME), a National Science Foundation (NSF) Enhanced Pathways Grant, held a five-day workshop in May 2012 that brought together 55 museum professionals and accessibility experts in fields such as formal science and special education, technology product development, gaming, accessible technologies, and universal design and Universal Design for Learning. The overarching purpose was to help launch the work of the core team from the Museum of Science (MOS), the WGBH National Center for Accessible Media (NCAM), Ideum, and Audience Viewpoints in developing the next
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TEAM MEMBERS: Museum of Science, Boston Marta Beyer Anna Lindgren-Streicher Christine Reich
resource research Media and Technology
The drawing of 'outlines' can be shown to be dependent upon the bounding edge aspect of visual cognition, which is a principal means of discerning 'identity' from other features of experience in the visual field. Visual 'signatures' can be noticed when using techniques for the scientific visualization of data. Using examples from an ongoing art-science project between the Faculty of Arts and Architecture (Brighton) and the Meteorology Dept at the University of Reading, the paper will explore the boundary between the 'rational' and the subjective, and between the representation of knowledge and
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TEAM MEMBERS: Chris Rose
resource research Media and Technology
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
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TEAM MEMBERS: Ben Williamson
resource research Media and Technology
Inclusion, Disabilities, and Informal Science Learning, a report by the CAISE Access Inquiry Group, sets forth a framework for changing this inequity. This white paper offers a theoretical framework for thinking about inclusion of people with disabilities in informal science education (ISE), then reviews current practice in museums (broadly defined), in media and technology, and in youth and community programs. While "investigations located a number of projects, initiatives, and organizations that have sought greater inclusion of people with disabilities in ISE," the report concludes, "these
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TEAM MEMBERS: CAISE Access Inquiry Group Christine Reich Jeremy Price Ellen Rubin Mary Ann Steiner