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resource project Media and Technology
Xraise provides experiences that empower individuals by making science familiar and accessible. Immersed with scientists themselves, we facilitate hands-on, minds-on activities that involve the direct exploration of physics phenomena. Our relationship with K12 students, educators and community partners provides us with a platform for exploring personal intuitions, developing understandings and fostering excitement in science.
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TEAM MEMBERS: Lora Hine Erik Herman
resource project Public Programs
Our Center works with students from kindergarten through graduate school and beyond. We work with teachers and scientists and combine our knowledge to inspire students to pursue careers in neural engineering and neuroscience. Program activities include summer research programs, curriculum development, school visits, teacher/student workshops, science festivals, and international student exchanges.
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TEAM MEMBERS: University of Washington Eric Chudler
resource project Exhibitions
In May 2012, the Penn Museum will present the traveling exhibition, Lords of Time, the Maya and 2012 – an innovative exploration of the ancient and modern Maya and their conceptions of time. The exhibition will include over 75 archaeological artifacts and groups, stone sculpture, historical materials, modern reproductions, digital media components, and interactive displays to actively engage visitors in the discovery of an ancient culture, as well as its legacy to the modern world. Themes of the exhibition will span the fields of astronomy, history, archaeology, anthropology, and comparative culture studies. The exhibition is a formal collaboration between the Penn Museum, the Honduran government’s Instituto Hondureño de Antropología e Historia (IHAH), and Harvard University’s Peabody Museum of Archaeology and Ethnology (Peabody). After its debut at the Penn Museum, the core of the exhibition will travel to other US venues through 2014.
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TEAM MEMBERS: Julian Siggers Loa Traxler
resource project Exhibitions
The American Precision Museum is housed in the 1846 Robbins & Lawrence Armory, a National Historic Landmark, where in the mid to late 19th century, a group of inventors and machinists perfected the tools and techniques of precision manufacturing. Our project will create a new, long-term exhibition and related programs that explore the themes of innovation and work, and the influence of precision manufacturing on the course of American history. Highly skilled workers produced new machinery that helped drive rapid industrialization, the emergence of the United States as a world power, and the development of the consumer culture. The project will take place over three years from May 2011 to April 2014 and the new exhibition, titled Shaping America: Machines and Machinists at Work, will open in May 2014.
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TEAM MEMBERS: Carrie Brown
resource project Media and Technology
This REAL project arises from the 2013 solicitation on Data-intensive Research to Improve Teaching and Learning. The intention of that effort is to bring together researchers from across disciplines to foster novel, transformative, multidisciplinary approaches to using the data in large education-related data sets to create actionable knowledge for improving STEM teaching and learning environments in the medium term and to revolutionize learning in the longer term. This project addresses the issue of how to represent and communicate data to young people so that they can track their learning and weaknesses and take advantage of what they learn through that tracking. The project team aims to address this challenge by giving young people (middle schoolers) the tools and support to create, manipulate, analyze, and share representations of their own understanding, capabilities, and participation within the Scratch environment. Scratch is a programming language and online community in which youngsters (mostly middle schoolers) engage in programming together, sometimes to make scientific models and sometimes to express themselves artistically using sophisticated computer algorithms. Scratch community participants are often interested in keeping track of what they are learning, so this population is a good one for exploring ways of helping young people make sense of data that records their participation and learning. The team will extend the Scratch programming language with facilities for manipulating, analyzing, and representing such data, and Scratch participants will be challenged to make sense of their learning and participation data and helped to use the new facilities to do write programs to carry out such interpretation. Scratch participants will become visualizers of their participation patterns and learning trajectories; research will address how such data explorations influence their learning trajectories. Scratch and its community are the place for the proposed investigations, but what is learned will apply far more broadly to construction of tools for allowing learners to understand their participation and learning across a broad range of environments. This project addresses the sixth challenge in the program solicitation: how can information extracted from large datasets be represented and communicated to maximize its usefulness in real-time educational stings, and what delivery mechanisms are right for that? The PIs go right to the learners; rather than looking for delivery mechanisms for communicating the data representations, they give young people tools and support to create manipulate, analyze, and share those representations, bringing together approaches to quantitative evidence-based learning analytics with the constructionist tradition of learning through design experiences. In addition to helping us learn about how to help youngsters analyze data about their perforance and self-assess, the PIs expect that their endeavor will help us better learn how to help young people become data analyzers, an important part of computational thinking. Learners will, in the process of engaging with data representing their development and participation, interact with visualizations, model and troubleshoot data sets, and search for patterns in large data sets. In addition, the tools being developed as part of this project will be applicable for analysis of other types of data sets. The results that will transfer beyond Scratch and the Scratch community, are (1) the kinds of tools that make such analysis possible for youngsters, (2) the kinds of challenges that will get youngsters interested in doing such analyses, (3) the kinds of data youngsters can handle, and (4) the kinds of scaffolding and coaching youngsters need to make sense of that data.
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TEAM MEMBERS: Benjamin Mako Hill Mitchel Resnick Natalie Rusk
resource project Media and Technology
This Cyberlearning Integration and Deployment (INDP) project brings together an interdisciplinary research team from the MIT Media Lab, the Digital Media and Learning Hub at University of California Irvine, and Harvard University's Berkman Center for Internet and Society to explore development and use of new types of online tools, activities, and gatherings to engage more young people in developing computational fluency, particularly youth from groups currently underrepresented in computing. The project builds on the success of the NSF-funded Scratch programming language and online community (http://scratch.mit.edu), where more than 1.5 million young people have created interactive stories, games, animations, and simulations based on their interests. The Coding for All project aims to provide new pathways into Scratch for youth from populations that are not currently drawn in easily to technological and scientific discourse and activities. The PIs are designing and refining a variety of interest-based microworlds -- introductory programming environments that are customized to particular interests of youngsters in those populations -- to provide easier and more inviting entry points for getting started with coding, and they aim to develop guidelines for designing microworlds that are simple enough not to be overwhelming, engaging enough to draw youngsters in, rich enough to allow creative expression, and tuned well enough to the interests and prior knowledge of new participants to foster curiosity and learning. In addition, the team is exploring how to use personnel in libraries and other spaces where low-income youth congregate to support initial introduction to and engagement with these microworlds and developing and refining tools to support interest-based on-line hangouts and unconferences, where young people who become engaged through these microworlds can meet peers and mentors to share ideas, form collaborations, and increase their programming and expressive capabilities. The PIs are collecting much data about the engagement and participation of youngsters, the development of their skills and understanding, and the development of their interests, and their analysis will contribute to deeper understanding of needed supports, pathways, and outcomes related to computational fluency. This project addresses the need to draw in and promote learning among those in populations not served well by current educational practices and important national priorities in workforce development, equity, and the need for a technologically fluent public. The project's tools and activities will provide alternative pathways into coding, increasing opportunities for young people in non-dominant communities to develop computational fluency. The focus on public libraries explores how to use public educational institutions most geared towards serving the technology needs and diverse interests of non-dominant communities in taking advantage of new online learning opportunities. The findings from this research will inform researchers and practitioners concerned with STEM-related learning, online educational resources, equity in education, and cyberlaw.
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TEAM MEMBERS: Mizuko Ito Mitchel Resnick Natalie Rusk Urs Gasser
resource project Public Programs
This project develops an interdisciplinary and transformative in- and out of-school science education and technology program that engages high school aged youth and their teachers in 1) the production of food using hydroponics, and 2) the use of green energy technologies (solar, and wind) to power hydroponic systems. This distinctive program integrates food production, a novel model of parental outreach, a focus on green career development, and an authentic reason (growing their own produce for selling at a market) for learning how and why to use alternative energy technologies. The project creates an approach to sustainability in which students not only give back to their community, but are in a position to provide a continuous revenue stream to the school in order to operate their indoor urban garden indefinitely. The partnership with the Boston Youth Environmental Network provides youth opportunities for summer internships with green energy companies. The project builds upon a learning progressions model in which youth gradually learn about complex scientific systems and economic principles throughout their years in the program. Rather than a onetime experience, youth are engaged in a long-term experience building their knowledge and skills regarding science, economics, and college preparedness. This project has the potential to impact thousands of students informally and over 2000 students (in classrooms) directly with a minimum of 60 students receiving focused and in depth learning experiences during the summer and on weekends during the school year. With the passage of laws encouraging local schools to partner with local farms, the need for locally grown produce will increase; in that context, the program brings the farm to the school in a way that allows food to be grown year round. Thus, a model is developed that any school or informal learning center could adopt to grow their own food while simultaneously creating a living and learning laboratory for youth in their own program.
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TEAM MEMBERS: George Barnett Eric Strauss David Blustein Catherine Wong Elizabeth Bagnani