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  • Date: 03/05/2021
    Resource Category!: Peer-reviewed article
    In this study we explore two different faciitation styles, collaboration and competition, in an 1-hour long, highly interactive, digital experience called Future Energy Chicago . The aim of the faciliations is to affect guests' energy literacy, that is their knowledge of, and their attitude and behavior toward energy conservation. In the ... »
  • Date: 03/01/2016
    Resource Category!: Peer-reviewed article
    STEM Pathways is a collaboration between five Minnesota informal STEM (science, technology, engineering, and mathematics) education organizations—The Bakken Museum, Bell Museum of Natural History, Minnesota Zoo, STARBASE Minnesota, and The Works Museum—working with Minneapolis Public Schools (MPS) and advised by the Minnesota Department of ... »
  • Date: 09/05/2015
    Resource Category!: Peer-reviewed article
    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human ... »
  • Date: 05/01/2015
    Resource Category!: Peer-reviewed article
    The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to ... »
  • Date: 04/01/2014
    Resource Category!: Peer-reviewed article
    This article describes a transmedia learning experience for early school-aged children. The experience represented an effort to transition a primarily television-based series to a primarily web-based series. Children watched new animation, completed online activities designed to promote STEM (science, technology, engineering, and math) exploration ... »
  • Date: 03/26/2014
    Resource Category!: Peer-reviewed article
    The concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document an out-of-school intervention intended to direct toward intentional learning in STEM that taps ... »
  • Date: 01/01/2014
    Resource Category!: Peer-reviewed article
    Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields. ... »
  • Date: 01/01/2014
    Resource Category!: Peer-reviewed article
    The article offers information on using video games as a strategy for Science, Technology, Engineering and Math (STEM) learning. According to a study from the University of California, San Francisco, which says playing video games help develop learning capabilities in children. It discusses two games Portal and Minecraft which are used to design ... »
  • Date: 07/22/2013
    Resource Category!: Peer-reviewed article
    Field trips to science museums can provide students with educational experiences, particularly when museum programs emphasize scientific inquiry skill building over content knowledge acquisition. We describe the creation and study of 2 programs designed to significantly enhance students' inquiry skills at any interactive science museum exhibit ... »
  • Date: 07/01/2013
    Resource Category!: Peer-reviewed article
    Interactive technologies are employed in museums to enhance the visitors' experience and help them learn in more authentic ways. Great amounts of time and money and many man-hours of hard work have been spent. But do such systems indeed achieve their goals? Do they contribute to a greater user experience (UX) and learning effectiveness? In this ... »

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