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resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by developing a suite of digital tools designed to support positive messaging around skill-based education and careers and to improve mentors' communication with middle school-aged youth mentees. Maintaining U.S. economic advantage requires attracting talent to high-growth, high-demand skill-based, STEM-related careers that are traditionally attained through Career and Technical Education (CTE). Replacing old negative perceptions with new, more accurate messages about CTE and then reaching youth with these messages before high school is essential. Career-focused mentoring is a vehicle for delivering these messages and supporting youth exploration of CTE as a possible path for their own lives. Investigators will explore the hypothesis that through strong connections between those best positioned to articulate industry needs (mentors) and those most receptive to filling that need (mentees), this project will improve youth awareness and interest in CTE and the rewarding careers that are available to them. Research and development activities will be carried out collaboratively in informal learning environments in Boston and New York City that serve middle school-aged youth from underrepresented communities, through career-focused mentoring programs. The project team, led by media producers of the WGBH Education Foundation, includes market researchers and communications strategists at Global Strategy Group, learning scientists at Education Development Center, and mentorship program partners at SkillsUSA, Learning for Life's Middle School Explorer Clubs, and Boy Scouts of America's Scoutreach. If promising, the career-focused mentoring programs of SkillsUSA, Learning for Life, and Boy Scouts of America will incorporate the messaging roadmap and digital tools to support their mentoring curricula, which impact greater than one million youth in each year.

In the first phase of research, investigators will study perceptions of STEM-focused CTE from a nationwide sample of 800 middle school-aged youth and 30 mentors from skill-based STEM industries. In the second phase, investigators will work with six program leaders and 30 mentors from SkillsUSA, Explorer Clubs, Scoutreach, and other mentoring programs to document the needs of mentors for support as they enter into the mentoring process. The third phase will engage mentorship program leaders and 36 mentors in the iterative development of a suite of digital tools that would support positive messaging around skill-based education and careers and that would improve mentors' communication with youth mentees. In addition, a pre-post mentorship program pilot study will explore the promise of the digital tools for effectively supporting mentor-mentee communications that improve youth awareness and interest in STEM-focused CTE and skill-based, STEM-related careers. Thirty six mentors and 288 of their youth mentees will participate in the pilot study. Data sources for research include interviews and surveys of program leaders, mentors, and mentees, as well as tracking mentor activity within the online digital tool environment. This research would advance knowledge of how mentors influence disadvantaged youth perceptions of and interest in CTE and skill-based, STEM career pathways, in which there is currently little evidence as to how mentor preparation shapes ability to positively impact youth outcomes. Major outcomes will include a) deeper understandings of youth and mentor perceptions of CTE and mentors' needs for supporting their work with mentees, b) a messaging roadmap and digital tools that prepare mentors for their work with middle school youth, and c) empirical findings regarding the potential of the digital tools for effectively supporting mentor-mentee communications that improve youth's awareness and interest in CTE and skill-based, STEM-related careers. Outcomes will be shared widely to research, education, and industry communities, locally and nationally, through social media, partner networks, conference presentations, and research publications. An advisory board will provide independent review on the project activities.
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TEAM MEMBERS: Marisa Wolsky Hillary Wells
resource research Media and Technology
The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to facilitate classroom integration. In the Phase I pilot research with 5 classrooms and 150 students, the researchers will examine whether the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether
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TEAM MEMBERS: Adrianna Mocscatelli
resource evaluation Media and Technology
As part of the Exploratorium’s Indoor Positioning System (IPS) project, we prototyped a crowd-­sourced, location-­tagged audio app, called Exploratorium Voices, or Open Conversation, that visitors could use on smartphones to listen to short comments from staff, experts and other visitors and to leave their own comments for others to hear. This app was developed with Roundware, an open-source framework that collects, stores, and delivers audio content, integrated with a Wi-Fi IPS that provided location data used to tag audio recordings and determine where a visitor was to play recordings left
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resource research Media and Technology
Communication about technology has long been neglected within the field of science and technology communication. This visual exploratory study focuses on how users can communicate with and about technology in public places through warning signs posted on technological devices. Three broad categories of messages have been identified: bad design, malfunctioning and disciplining users. By analyzing examples within each category, we suggest that studying these communicative situations can be a key to understanding how users are engaged in continuous, elaborate and sometimes even conflicting
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TEAM MEMBERS: Beatrice Arbulla Massimiano Bucchi
resource research Media and Technology
Throughout the second half of the twentieth century a varied collection of pressure mechanisms were deployed from nuclear technology exporting countries — mainly from the US — to obstruct the development of a group of semi-peripheral countries’ autonomous nuclear capabilities. Argentina was part of this group. This article focuses on how “fear” of nuclear proliferation was used by US foreign policy as one of the most effective political artifacts to construct and protect an oligopolistic nuclear market. Spread by the press and by some prestigious social science sectors from the US and some
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TEAM MEMBERS: Diego Hurtado
resource research Media and Technology
After the first paradigm shift from the deficit model to two-way communication, the field of science communication is in need of a second paradigm shift. This second shift sees communication as an inherently distributed element in the socio-technical system of science and technology development. Science communication is understood both from a systems perspective and its consecutive parts, in order to get a grip on the complex and dynamic reality of science, technology development and innovation in which scientists, industrial and governmental partners and the lay public collaborate. This essay
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TEAM MEMBERS: Maarten C.A. van der Sanden Steven Flipse
resource research Media and Technology
Learning to See, Seeing to Learn: A Sociotechnical System Supporting Taxonomic Identification Activities in Volunteer-Based Water Quality Biomonitoring is an Innovations in Development proposal to further develop and study a cyber-enhanced informal learning environment to support observational practices and classification skills in a citizen science context. In particular, we focus on the taxonomic ID bottleneck that hampers the acquisition of high-caliber biotic data needed for volunteer-based water quality monitoring efforts.
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resource evaluation Media and Technology
Under a subcontract with Randi Korn & Associates, who conducted a study of the on‐site museum exhibit, RMC was engaged to conduct an evaluation of the Places of Invention online map site for the Jerome and Dorothy Lemelson Center for the Study of Invention and Innovation. The Places of Invention online map, part of the 3,500 square foot on‐site exhibit, was developed as a platform for collecting invention stories related to specific places or landscapes submitted by Smithsonian staff, Smithsonian Affiliations, and visitors to the online map. RMC investigated three key topics related to
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TEAM MEMBERS: Elizabeth Goldman Kim Streitburger
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource project Media and Technology
The project is the development of a working prototype that demonstrates the humanities ideas, technology, and public outreach for Pox in the City, a Unity 3D strategy game. Pox in the City draws upon a core interpretive framework for medical history, namely that beliefs, practices, and treatment are shaped by the interaction of the healer, the patient, and the disease entity. Players take on the role of a physician who has arrived in Philadelphia just as a smallpox outbreak erupts. Armed only with Edward Jenner’s new vaccination technique, players undertake the challenge of preventing the spread of the disease by persuading patients to be vaccinated. The interactive format will immerse players in the city’s rich history, as they experience the choices made by historical actors and constrained by scientific knowledge and cultural values.
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TEAM MEMBERS: Lisa Rosner
resource research Media and Technology
Integrating technology with reformed-based science instruction that facilitates student inquiry can be challenging for teachers. Campbell, Longhurst, Wang, Hsu, and Coster propose a professional development model that helps teachers use the latest technologies to engage students in authentic science practices.
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TEAM MEMBERS: Melissa Ballard