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resource research Media and Technology
The scandal of the “biotechnology evangelist” erupted in Korea at the beginning of the new year: a commission from Seoul National University announced that it had proof that Dr Woo Suk Hwang, considered one of the world’s foremost experts on cloning by nucleus transfer, had manipulated the data concerning experiments in human cell cloning and the creation of eleven lines of stem cells from human embryos published in two different articles in the journal Science in 2004 and 2005.
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TEAM MEMBERS: Pietro Greco
resource research Media and Technology
This article presents some of the challenges faced in developing an interactive exhibit on nanoscience and nanotechnology in Brazil. Presenting a scientific-technological area which is still in formation and which is little known by the population leads to a (re)consideration of the role of museums and science centers in the conformation and consolidation of scientific practice itself. Museographically, the exhibit deals with the challenge of making matter visible in an expression which is distant from the human perception. Some reflections are presented here on the option of musealization
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TEAM MEMBERS: Sandra Murriello Djana Contier Marcelo Knobel
resource research Media and Technology
Before constructing a translation of scientific discourse in lay terms – and with this, calling forth the ghost of the public’s ignorance about science and technology – the operation which makes up the main task of specialized journalism in the coverage of related topics consists in the construction of a discourse of its own. However, this discourse frequently only amplifies and legitimates socially that which scientific laboratories and high tech companies offer as new, without critical opinions or contextualization. In addition to this, it is also generally characterized by linguistic
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TEAM MEMBERS: Flavia Natercia da Silvia Medeiros
resource research Media and Technology
The people of Val di Susa (Italy) blocked the construction of the new high-speed railway line that should connect Turin with Lyons (France). This project is regarded as a strategic achievement for the economic development of the European Union, but local communities have a different concept of development and are asserting their rights through ad hoc experts’ reports and the production “from the bottom” of new specialised knowledge. We shall describe these events as a case study to put ecological democracy to the test of facts, also through a comparison with the experimental actions taken in
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TEAM MEMBERS: Yurij Castelfranchi Giancarlo Sturloni
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource project Public Programs
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
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TEAM MEMBERS: Keith Braafladt Kristen Murray Mary Ann Steiner
resource evaluation Public Programs
The MyBEST (Mentoring Youth Building Employable Skills in Technology) project, funded by a grant from the National Science Foundation's Informal Science Education program, concluded its three years of operation in 2006. This youth-based program was intended to provide participants with in-depth learning experiences involving information and design technologies. These experiences had a dual focus: enabling youth participants to gain fluency in using these technologies while showing them how adults apply them in work and academic endeavors. Appendix includes survey.
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TEAM MEMBERS: Elizabeth Xue
resource research Media and Technology
"Computer-mediated communication" refers to communication between people that occurs through the medium of the computer, and includes email, instant messages, chat rooms, newsgroups, and blogs. Learning sciences researchers have made great progress in understanding how CMC can be used to connect learners together, and to allow learners to connect with society at large.
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TEAM MEMBERS: Amy Bruckman
resource research Media and Technology
We use the acronym WILD to refer to Wireless Interactive Learning Devices. WILD are powerful and small handheld networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low price point and high usability has captured the imagination of educators and learning scientists. The
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TEAM MEMBERS: Roy Pea Heidy Maldonado
resource research Media and Technology
Computer-supported collaborative learning (CSCL) is an emerging branch of the learning sciences concerned with studying how people can learn together with the help of computers. As we will see in this essay, such a simple statement conceals considerable complexity. The interplay of learning with technology turns out to be quite intricate. The inclusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question prevailing assumptions about how to study it.
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TEAM MEMBERS: Gerry Stahl Timothy Koschmann Dan Suthers
resource research Media and Technology
Knowledge building, as elaborated in this chapter, represents an attempt to refashion education in a fundamental way, so that it becomes a coherent effort to initiate students into a knowledge creating culture. Accordingly, it involves students not only developing knowledge-building competencies but also coming to see themselves and their work as part of the civilization-wide effort to advance knowledge frontiers. In this context, the Internet becomes more than a desktop library and a rapid mail-delivery system. It becomes the first realistic means for students to connect with civilization
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TEAM MEMBERS: Marlene Scardamalia Carl Bereiter
resource research Media and Technology
What are our youth using their mobile phones to do? They text message, play games, listen to music, and take pictures, and that's only the beginning. Teenagers are the ones establishing the rules of this new mobile culture ad hoc. To them, the mobile phone is not a device for making phone calls, but rather, a 'lifeline' to the social network and an instrument for coordinating their everyday life. Can this tool, that has seemingly ensconced itself into youth culture, become a tool for informal science learning? This paper will summarize findings that have been collected as part of the Science
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TEAM MEMBERS: Denise Bressler