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resource research Media and Technology
An important challenge in urban science education is finding ways to engage all students in the learning of science. However, research in this area has consistently shown that around middle school student engagement in science wanes. Using critical ethnographic methods this study reveals how students cultivate a sense of ownership in an informal science video project. Student ownership of what they they learn plays an important role in how they engage in the learning environment. In this study ownership is characterized by five themes, and the notion of student ownership science is challenged
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TEAM MEMBERS: Tara O'Neill Angela Calabrese Barton
resource research Media and Technology
In October 2005, the National Science Foundation brought members of its nanoscale science and engineering education (NSEE) projects to Arlington, VA for a 2-day workshop to explore the status of on-going efforts and to forge collaborations at the national level that would facilitate future efforts. NSF currently funds NSEE projects through the Division of Elementary, Secondary, and Informal Education (ESIE), the Directorate for Engineering as part of the Nanoscale Science and Engineering Centers (NSEC), National Nanotechnology Infrastructure Network (NNIN), the Network for Computational
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TEAM MEMBERS: National Science Foundation
resource research Media and Technology
This monograph, the final report of the 21st Century Literacy Summit held in April 2005, presents an action plan for this emerging field applicable to higher education, K-12 education, policy makers, media & the arts, and research, and details the strategic priorities and specific recommendations for these sectors that were the summit's major outcomes.
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TEAM MEMBERS: New Media Consortium
resource research Media and Technology
This paper describes an approach to familiarizing individuals with modern scientific processes through the facilitation of informal learning experiences in and around the museum. Several methods for development of such exhibits and exhibit content are presented. These experiences are discussed and later implemented in the context of the Adler Planetarium and Astronomy Museum in Chicago, IL. The exploration functions as an educational guideline by which museum exhibits may be developed in order to familiarize a more general audience with processes behind scientific research and to make science
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TEAM MEMBERS: Daniela Rosner
resource research Media and Technology
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
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TEAM MEMBERS: Lydia Plowman
resource research Media and Technology
Multi-Touch technology provides a successful gesture based Human Computer Interface. The contact and gesture recognition algorithms of this interface are based on full hand function and, therefore, are not accessible to many people with physical disability. In this paper, we design a set of command-like gestures for users with limited range and function in their digits and wrist. Trajectory and angle features are extracted from these gestures and passed to a recurrent neural network for recognition. Experiments are performed to test the feasibility of gesture recognition system and determine
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TEAM MEMBERS: Yu Yuan Ying Liu Kenneth Barner
resource research Media and Technology
Multi-touch gestures have become popular on a wide range of touchscreen devices, but the programming of these gestures remains an art. It is time-consuming and error prone for a developer to handle the complicated touch state transitions that result from multiple fingers and their simultaneous movements. In this paper, we present Gesture Coder, which by learning from a few examples given by the developer automatically generates code that recognizes multi-touch gestures, tracks their state changes and invokes corresponding application actions. Developers can easily test the generated code in
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TEAM MEMBERS: Hao Lü Yang Li
resource research Media and Technology
This Resource Guide, developed by the California Endowment, was designed to assist foundation staff with evaluations of initiatives and programs working with diverse communities. It has been developed as a “how-to” manual for incorporating a greater multicultural focus when commissioning an evaluation, and also as a resource of ideas for those interested in learning more about the topic.
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TEAM MEMBERS: Traci Endo Inouye Hanh Cao Yu Jo-Ann Adefuin Christina Joh The California Endowment
resource research Media and Technology
During the first EU-funded project EUSCE/X (European Science Communication Events / Extended), a "White Book" was developed in 2005, containing the experiences of exploring 21 European science engagement events like science festivals. The White Book has 13 chapters ranging from "purpose and philosophy" across "management", "education", "funding" to "European dimension".
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TEAM MEMBERS: James Potocnik
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