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  • Date: 01/01/2012
    Resource Category: Summative
    The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hereafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON ( http://pheon.org/ , http://apps.facebook.com/playpheon/register/ ) from September 2010 through August 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a ... »
  • Date: 02/01/2012
    Resource Category: Research and Evaluation Instruments
    The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hearafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON as an online game application on Facebook from October 2010 through September 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; Goodlander, 2009 ... »
  • Date: 04/30/2012
    Resource Category: Research and Evaluation Instruments
    The Educational Gaming Environments group (EdGE) at TERC embarked on a research project to study serious online collaborative gaming environments as a vehicle for engaging the public with National Science Digital Library (NSDL) resources. The goal of the project was two-fold: to design and test serious games that use a prototype virtual resource ... »
  • Date: 12/01/2012
    Resource Category: Peer-reviewed article
    There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, Citizen Science, was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long ... »
  • Date: 01/01/2012
    Resource Category: Project Descriptions
    This proof-of-concept project is a collaboration of the Museum of Science in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum. The project will demonstrate that the project team can design and develop digital interactive museum exhibit devices that work for visitors who have a wide range of disabilities. The outcome will be one ... »
  • Date: 01/01/2012
    Resource Category: Peer-reviewed article
    A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and ... »
  • Date: 09/01/2012
    Resource Category: Formative
    WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. ... »
  • Date: 10/01/2012
    Resource Category: Peer-reviewed article
    In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in ... »
  • Date: 10/01/2012
    Resource Category: Project Descriptions
    This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the ... »
  • Date: 11/10/2012
    Resource Category: Conference Proceedings
    This year we are pleased to be publishing the second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference. For eight years now, GLS has been a valued event for individuals working in academia, industry, and as practitioners in schools to come together around their shared interest and passion for videogames and learning ... »

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