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Learning Environment

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  • Date: 01/10/2011
    Resource Category!: Peer-reviewed article
    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 ... »
  • Date: 04/01/2005
    Resource Category!: Reference Materials
    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 ... »
  • Date: 07/15/2011
    Resource Category!: Project Descriptions
    The idea that there are models in existence for electricity and how to improve its generation and utilization is an important quest in light of our resources. This CRPA project will stimulate the target audience\'s thinking by describing the relationships between electricity, nanoscience, and superconductivity. An audience of 4th-8th graders, ... »
  • Date: 01/01/2011
    Resource Category!: Conference Proceedings
    New mobile device features and the growing proportion of visitors carrying mobiles allow the range of museum exhibit design possibilities to be expanded. In particular, we see opportunities for using mobiles to help exhibits scale up to support variable-sized groups of visitors, and to support collaborative visitor-visitor interactions. Because ... »
  • Date: 01/01/2005
    Resource Category!: Mass Media Article
    In this article, Eileen Campbell, head of Farallon Media, discusses how video can be used as an integral part of exhibits, especially small exhibits, interspersed with objects, panels, interactives, and other exhibit elements. Campbell describes the various ways video can be used effectively in exhibits including presenting narratives, recreating ... »
  • Date: 03/01/2011
    Resource Category!: Peer-reviewed article
    Click! Urban Adventure Game was a mixed-reality role-playing game where girls worked in teams to solve a fictional mystery based on a real-world issue, using technology and science to conduct their investigation. In this article we describe the design of the experience and present evidence that the game increased girls’ confidence, interest, and ... »
  • Date: 10/01/2011
    Resource Category!: Project Descriptions
    This CRPA project produced a human-like avatar exhibit for the Orlando Science Center that verbally communicates with middle and high school grade visitors, engaging them in the subjects of computer science, artificial intelligence, and engineering. Human-like characteristics include features to match the demographics of the Center's clientele and ... »
  • Date: 04/01/2011
    Resource Category!: Peer-reviewed article
    This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new ... »
  • Date: 10/01/2005
    Resource Category!: Project Descriptions
    WGBH is producing a new PBS television show with accompanying Web and outreach activities for 9- to 12-year-olds, to inspire a generation of budding engineers. "Design Squad" (working title) will be a 13-part television series, which combines the appeal of a game show with the drama of real-world challenges to engender enthusiasm and promote ... »
  • Date: 12/12/2011
    Resource Category!: Reference Materials
    Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ... »