Skip to main content

Community Repository Search Results

resource research Media and Technology
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
DATE:
TEAM MEMBERS: Jose Bidarra Meagan Rothschild Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
DATE:
TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource evaluation Media and Technology
This report includes six separate formative evaluations conducted to inform the design and development of the deliverables for the 3D Visualization Tools for Enhancing Awareness, Understanding and Stewardship of Freshwater Ecosystems project. Deliverables were tested with both students and general visitor groups, with a focus on groups including late elementary and middle school children. Many different components were tested, including prototype versions of 3D visualizations, high-tech interactive experiences, apps on tablets and phones, and table top exhibits. Results are reported in each of
DATE:
TEAM MEMBERS: US First Steven Yalowitz
resource evaluation Media and Technology
The National Science Foundation (NSF) awarded an Informal Science Education (ISE) grant, since renamed Advancing Informal STEM Learning (AISL) to a group of institutions led by two of the University of California, Davis’s centers: the Tahoe Environmental Research Center (TERC) and the W.M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES). The purpose of the evaluation was to gather feedback from museum professionals and the general public about the proposed 3D visualization project and its related components. Additionally, the study aimed to assess the current understanding
DATE:
TEAM MEMBERS: University of California, Davis Steven Yalowitz
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
DATE:
TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource research Media and Technology
Stereoscopic 3D images, although going back to the mid-nineteenth century, are becoming pervasive in cinema, the Web, electronic games, television, graphic simulations, personal photography, and the entertainment and education ecologies. The use of stereo 3D goes beyond a technology vogue to the creation of effective experiences that are more naturally engaging for audiences by conveying real physical depth perception and the illusions of tangibility and tactility. This paper claims that because museums are all about compelling, memorable, and visceral experiences, 3D will become an
DATE:
TEAM MEMBERS: Leonard Steinbach
resource research Media and Technology
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
DATE:
TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource research Media and Technology
This study explored whether adding a haptic interface (that provides users with somatosensory information about virtual objects by force and tactile feedback) to a three-dimensional (3D) chemical model enhanced students' understanding of complex molecular interactions. Two modes of the model were compared in a between-groups pre- and posttest design. In both modes, users could move and rotate virtual 3D representations of the chemical structures of the two molecules, a protein and a small ligand molecule. In addition, in a haptic mode users could feel the interactions (repulsive and attractive
DATE:
TEAM MEMBERS: Petter Bivall Shaaron Ainsworth Lena Tibell
resource research Media and Technology
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on student engagement, meaning making and critique of the program, in their own words. The study's data source was a mid-program student feedback survey implemented in Pilot Year 2 (2008/2009) of the 5 year design-based research initiative, in which the
DATE:
TEAM MEMBERS: Rebecca Reynolds Idit Caperton
resource research Media and Technology
This book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.
DATE:
TEAM MEMBERS: National Research Council
resource evaluation Media and Technology
In 2011, the Space Science Institute (SSI) engaged Insight Evaluation Services (IES) to conduct a summative evaluation of an online, multi-user space science game called MyStar. The game, which was developed with funding from the National Aeronautics and Space Administration (NASA), was designed to introduce late middle school-early high school students to the basic concepts of stellar and planetary evolution. IES assessed the effectiveness of MyStar in meeting specific learning goals, including in particular (1) The galaxy has “habitable zones” where planetary formation and/or life is more
DATE:
TEAM MEMBERS: Space Science Institute Kirsten Buchner
resource evaluation Media and Technology
The American Museum of Natural History (AMNH) received a NOAA-ELG grant for a three-year project, entitled Exploring Earth Systems: Expanding Data Visualizations Experiences for Museum Learners (or Data Visualizations). The project focuses on the development, testing, and distribution of Visualizations for the Earth and Bio content strands of the AMNH's Science Bulletins program. The Visualizations are short media pieces that use satellite data to tell the story of Earth processes on land, in the oceans, and in the atmosphere, with the larger goals of helping viewers to understand the dynamic
DATE:
TEAM MEMBERS: Susan Foutz American Museum of Natural History