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resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
resource project Media and Technology
The goal of this project is to educate children between the ages of 10 and 18 about the ecology of insects and forests, how human activities affect their interaction, and how scientific research is conducted. It will disseminate information throughout Indiana based on research award DEB 0345331, Cicadas and Forests Education. For a period during May and June 2004 the United States was captivated by periodical cicadas in an unusual convergence of popular and scientific interest. This project will use this heightened awareness as a vehicle for informal science education as additional broods emerge in 2007 and 2008 in the Midwest and South. The project will use existing video footage from the research to produce a documentary film on periodical cicadas for airing on public television stations and distribution on DVDs to schools; an interactive computer-based presentation in PowerPoint; and an interactive 3-D animation of the cicada life cycle for use in a science center. Project collaborators include local public television stations, Wonderlab (a science museum), the Indiana State Museum and school systems in Indiana.
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TEAM MEMBERS: Keith Clay
resource project Media and Technology
This planning grant proposal would develop the logistical, programming and creative specifications for production of Magic Porthole, an innovative Web-based science game for 8-14 year olds. The content and learning will focus on the value and significance of intact coral ecosystems to human communities, encouraging young people to seek more sustainable relationships with their environment. The project will use existing video footage of coral reef life along with new live action footage, text, stills, music and flash animation. The 8-14 year olds will be engaged in a sustained mystery story that will pull them more deeply into scientific content. The organizational collaborators are environmental education and media organizations.
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TEAM MEMBERS: Janine Selendy Jan Post William Finnegan Brett Pierce
resource research Media and Technology
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai