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resource research Public Programs
This chapter brings together cultural-historical approaches to human development with interpretive and multi-sited ethnography in order to: (1) develop ethnographic tools that attend to the ways young people learn within and across multiple contexts; (2) draw from and contrast the methodological insights of single and multi-sited ethnography; and (3) glean principles that help constitute a “multi-sited sensibility” appropriate for taking a more expansive approach to learning that advances conceptions of learning as movement.
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TEAM MEMBERS: Shirin Vossoughi Kris Gutiérrez
resource research Media and Technology
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
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TEAM MEMBERS: Jose Bidarra Megan Rothschild Kurt Squire Mauro Figueiredo
resource research Media and Technology
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
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TEAM MEMBERS: Constance Steinkuehler Kurt Squire
resource research Public Programs
In this paper, we describe our approach to designing electronic puppet-building workshops for middle to early high school students. Power Puppet uses traditional puppet building materials - paper and cloth as the main resources, together with simple circuits elements such as LED’s, batteries and magnets. We document our process of designing puppet-building workshops that include STEM education criteria. We collaborated with the Center for Puppetry Arts to design these workshops in such a way that part of the making will include basic electronic input and output components. We aim to open this
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TEAM MEMBERS: Firaz Peer Michael Nitsche Crystal Eng
resource research Professional Development, Conferences, and Networks
This article provides a brief synopsis of the second Science of Science Communication Sackler Colloquim, held September 23-25, 2013 at the National Academy of Sciences. It presents summaries and links to relevant research that informed the meeting.
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TEAM MEMBERS: Baruch Fischhoff Dietram Scheufele
resource research Public Programs
Science belongs everywhere. Although informal science learning typically takes place in the bright spots of society—our museums, botanical gardens, and science centers—some science educators are creating programs for individuals who live in the darker parts of our communities, such as prisons. Over 2 million people are in prison in the United States, with a national recidivism level of over 70%. Yet men and women who are incarcerated can also participate in science learning and contribute to conservation projects.
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TEAM MEMBERS: Nalini Nadkarni
resource research Public Programs
This fact sheet from the Institute of Museum and Library Services (IMLS) provides statistics and talking points related to incorporating STEM into public library programming.
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TEAM MEMBERS: Institute of Museum and Library Services (IMLS)
resource research Media and Technology
The purpose of this document is to build on best practices and offer new approaches toward creating "a bold new initiative" to augment the Foundation's ongoing efforts to increase participation in STEM from underrepresented groups.
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TEAM MEMBERS: National Science Foundation
resource research Media and Technology
This is the fourth 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
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third 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
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler
resource research Media and Technology
As academic communities across the globe are increasingly encouraged to share their knowledge outside the ivory towers of academia, it becomes ever more important to create a bridge that crosses continents and disciplinary boundaries. Sitting, as it does, at the nexus between science communication practice and esearch, JCOM has a vital role to play as just such a knowledge sharing platform.
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TEAM MEMBERS: Emma Weitkamp
resource research Media and Technology
This issue of the Journal of Science Communication raises a number of questions about the ways that new scientific research emerges from research institutions and in particular the role played by scientists, press officers and journalists in this process. This is not to suggest that the public don't play an equally important role, and several articles in this issue raise questions about public engagement, but to explore the dynamics at play in one specific arena: that of news production. In this editorial I explore the increasing reliance of science journalists on public relations sources and
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TEAM MEMBERS: Emma Weitkamp