Open Media Lab

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Awarded Grant: $10,000 Principal Investigator: Laura Chipley, SUNY College at Old Westbury Open Media Lab will expand multimedia production teaching and learning through the creation of an online multimedia production lab. The Lab will be a public website on SUNY Commons and will consist of a series of open educational resources in the form of video and text tutorials. To support replication, these flexible modules will be easy to embed in any LMS. Tutorials will cover the basics of audio recording, moving and still image capture, editing and distribution. This project will expand access to the tools of creative, multimedia production, making it possible for any student, in any location with a smart phone, PC and Internet access to create videos, podcasts and interactive multimedia projects. This access will allow educators, across the disciplines, to expand the number of students exposed to the skills and norms of production thereby closing the digital divide and the participation gap while expanding digital literacy. Co-PI’s and Key Partners: Professor Smith, Director of the Collaborative Media Center and an Assistant Professor of video and new media, SUNY College at Old Westbury Reports and Resources: Mid-project report

Freshman Design Innovation

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Awarded Grant: $59,700 Principal Investigator: Anurag Purwar, Stony Brook University The proposed work seeks to leverage PIs latest research in simultaneous type and dimensional synthesis of mechanisms to design and develop an intuitive, multi-touch universal mechanism design application (app) for Apple’s iOS and Google’s Android platforms for teaching machine design in a newly proposed Freshman Design Innovation class. The class to be offered for both off– and on–line delivery through Open SUNY initiative will use the app as a machine design innovation tool for creating autonomous machines with the help of a take-home mechatronics kit in an active- and experiential-learning environment. This app will also be integrated in upper division machine design classes to enhance students’ learning of the machine design process and to help them innovate new devices. The app and the new course also seeks to make mechanism design accessible to non-experts, DIYers, and high school students, thereby enabling them to create machines and mechanisms that can execute useful tasks. The pedagogical assessment on the effectiveness of the app and the course design and implementation expertise will be provided by Stony Brook University’s Teaching, Learning, and Technology (TLT) Center. Co-PI’s and Key Partners: Qiaode Jeffrey Ge, Professor of Mechanical Engineering, Stony Brook University Patricia Aceves, Director, The Faculty Center, Teaching, Learning, and Technology, Stony Brook University Reports and Resources: Project Websites MEC101 Freshman Design Innovation, Fall 2015 Mid-project report Project outcomes report Hyperlinks to journal articles or campus/local/national press releases describing the project Youtube Link

Development and assessment of a multiplayer, cloud module for teaching population genetics with badge incentives

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Awarded Grant: $35,400 Principal Investigator: Katharina Dittmar, University at Buffalo Regarding technology use, we learned from a previous IITG grant that among all mobile devices, tablets were vastly preferred over smartphones. Importantly, tablets were reported to be overwhelmingly used at home, or in the library with access to course materials, and with friends. These findings suggest crucial points to consider in the context of mobile, online education delivery outside the classroom: Not all mobile devices are equally suited, and learning environments with the capacity for interaction matter greatly, especially for higher level, conceptual learning. Based on the clearly positive role of mobile-device instruction, we recognize the need to better capitalize on the ability of tablets to serve as an interactive teaching device. Currently, Pop!World is delivered as a single player virtual game. We here propose to take this to the next level, and accomplish the following goals: Implement Pop!World in a multiplayer mode, with player interaction and user incentives (badges). Use emerging cloud gaming technology to implement this in a platform and hardware independent fashion, that is scalable and lag-time resistant. Assess the technology in the context of user adoption, and badge incentives (see Assessment Plan for details). Co-PI’s and Key Partners: Bina Ramamurthy, Associate Professor, Computer Science and Engineering, University at Buffalo Jessica Poulin, Clinical Assistant Professor, Biological Sciences, University at Buffalo

Development and Assessment of Mobile Device Instruction in STEM Education at K-21 Level

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Awarded Grant: $10,000 Principal Investigator: Katharina Dittmar, University at Buffalo This proposal builds on an ongoing NSF Cyber-Infrastructure project, which seeks to develop a cloud-deployed, scalable, virtual tool for the instruction of theory and practice of population genetics in K-21 settings. We pursue two aims by expanding this tool to mobile devices: Aim 1) Technology Development, and Aim 2) Strategic Assessment. One outcome from this project will be a stand-alone app (Google Android and Apple IOS platforms) that will further expand flexibility of course completion for undergraduate students at UB, SUNY, and other institutions across the country. The other outcome will be the systematic assessment of the pedagogic/educational effectiveness of mobile device instruction in STEM education through controlled qualitative and quantitative research on a large scale. Co-PI’s and Key Partners: Bina Ramamurthy, Computer Science and Engineering, University at Buffalo Jessica Poulin, Biological Sciences, University at Buffalo Reports and Resources: Final Grant Report, reports on mobile apps that were developed, their distribution, as well as assessment outcomes: IITG_Grant_Final_Report.pdf Installation Guide for apps: Popword-Installation-Guide.docx Project Website: Pop!World app for iPad: Project outcomes report Creative Commons License: