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resource research Media and Technology
As a leader in the science museum field, the New York Hall of Science (NYSCI) is a destination for hands-on, interactive exhibitions and innovative programs. NYSCI’s Design-Make-Play (DMP) pedagogical approach to STEM learning recognizes that what is essential is not only the content—what is being taught—but how teaching and learning are imagined through the curriculum. This commitment to practice builds off of interest-based learning research, which emphasizes that all learners should feel a sense of efficacy and possibility. The hallmarks of this approach include deep personal engagement
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TEAM MEMBERS: Amanda Solarsh Gina Tesoriero Michaela Labriole Tara Chudoba
resource research Media and Technology
The Universidad Nacional Autónoma de México (UNAM), as an active cultural promoter, implemented a virtual museum system in order to help and develop expression related to art, science and humanities. The UNAM's cultural heritage is, as in many other universities, a vast number of different kinds of objects, ranging from painting and sculpture to numismatics and architecture, from traditional art to modern multimedia-based exhibits to Scientific Collections. It is impossible to exhibit it all in a single place in an orderly fashion. The Virtual Museum of the University's Cultural Heritage
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TEAM MEMBERS: Francisco Caviedes Esther de la Herran Andrea Vitela A. Libia Cervantes Jose Mondragon Alma Rangel Jose Silva Ildiko Pelczer Francisco Salgado Adidier Perez-Gomez Carolina Flores-Illescas Jose Casillas Graciela de la Torre Jorge Reynoso Rafael Samano Julia Molinar Jose Manuel Magana Alejandrina Escudero Ariadna Patino
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor