education

Education in the context of civic media work refers to the process and product of learning skills, acquiring information, and understanding ourselves and our communities. Healthy communities need informed members and they need skills and understanding of complex issues to continue to solve their local issues.

Our projects

Learning through Interactive Journalism

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New computational tools enable new forms of interactive journalism, making it possible to embed not only images and videos but also simulations, animations, and other interactive content within online newsletters and blogs.

In this project, we are exploring how experiences with interactive journalism can foster new learning opportunities, helping students gain deeper understandings of: (1) practices and challenges of journalism, (2) ideas and strategies of computer science, and (3) issues and values in their communities.

How might communities use it?
School or after school activities teaching young people how to interpret and create interactive journalism.

At what stage of development is it?
Field-tested for over half a year at Fischer middle school in New Jersey. Completing first outreach effort: partnering with researchers from the College of New Jersey (in both journalism and computer-science departments) in a pilot study with middle-school students.

Related Tools & Resources: 
Scratch
Project team: 
John Maloney
Project team: 
Karen Brennan
Project team: 
Mitchel Resnick

Awareness-Mapping

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We are exploring how the creation of interactive maps can cultivate awareness about local environments, supporting civic engagement by helping community members communicate new perspectives.

To this end, we are developing a set of technologies and strategies that help people create, share, and discuss "awareness-maps" -- nonliteral, interactive representations of places, people, and experiences that help the creators (and their audiences) express and understand their environments in new and unanticipated ways.

We are considering three categories of environments:
* micro-geographies: hyper-local spaces, like a rooftop, a bedroom, or a street corner
* micro-events: short periods of time, like a carnival, a flash mob, or a forest excursion
* micro-reactions: sets of contextualized emotions, like a joyful occasion, a frustrating meeting, or a playful gathering

How might communities use it?
We are using Scratch (for easy creation of interactive media) on the Nokia N810 Internet tablet (for easy mobile capture of in situ images and audio) as our central tool for creating the maps.

At what stage of development is it?
We will conduct initial workshops with groups in Boston and in Bangalore, India.

Project team: 
Jay Silver
Project team: 
John Maloney
Project team: 
Karen Brennan
Project team: 
Mitchel Resnick

Say What?!

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Say What?! is a seven-part workshop that explores the relationship between empathy and civic engagement. The workshop fosters mutual understanding, collaborative problem-solving, and self-expression.

How might communities use it?
The curriculum--which employs Scratch as a central tool--builds capacities in three areas: programming, storytelling, and perspective-taking. Throughout the workshop, participants use a variety of tools and techniques to engage in acts of personal expression by creating rich, interactive, multi-threaded narratives.

At what stage of development is it?
The workshop was developed through our interactions with Citizen Schools, a national network of after-school apprenticeship programs. For several months, we worked with a group of 10 middle-school students to learn programming, create stories, and cultivate perspective-taking skills. Some of the artifacts that the students created, including the projects they shared at the workshop's culminating event, can be seen at http://saywhatcs.net.

In the summer of 2008, Shaundra Daily adapted the Say What?! curriculum for use on XO laptops purchased by Birmingham, Alabama. During a four-week summer camp, a condensed version of the workshop was used with elementary school students before they moved into creating projects to teach their community about healthcare issues. Projects included a Scratch newscast about living with diabetes, an interactive story introducing the plethora of emotions that people might have during their lives, and a themed game helping people understand how the brain works. Students presented their projects to a number of community and political leaders, their parents, and friends:


Project team: 
Colleen Kaman
Project team: 
Karen Brennan
Project team: 
Mitchel Resnick
Project team: 
Shaundra Daily

TimeLab 2100

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TimeLab 2100 is anugmented reality (AR) game. It was designed to create a participatory educational experience, leveraging existing AR technology in which participants consider and discuss local issues of scientific and societal significance and prompting civic media and citizen/political action.

TimeLab 2100: Game Description
It is the year 2100 and the TimeLab needs your help. Climate change has not been kind to Cambridge, Massachusetts, or the rest of the world. TimeLab researchers have determined that a pivotal election held in 2008 might have changed the course of history. As players in this AR game, your goal will be to research possible laws to put on the 2008 ballot (out of 17 possible laws, TimeLab can put 5 on the ballot). Players will factor in two things about each potential law:

  1. Each law has a predetermined impact rating (low impact, medium impact, high impact)
  2. Each law has a pre-determined popularity rating (unpopular, somewhat popular, very popular)--meaning how likely a law is to pass (reminder: players are just putting laws on the ballot, which still must be voted upon).

As players walk around outside, they meet virtual characters or get other virtual information to tell them about the laws. Then the players reconvene, review what they learned during the outside portion of the game, and prepare a thirty-second plea to the group in which they nominate potential laws. As each new law is mentioned, it is added to a 3x3 grid reminding the group of its impact/popularity. Once all groups have spoken, the non-nominated laws get put aside. Then each player (or team of players) gets ten minutes during which they decide where to cast their three votes. When the voting is complete, the whole group sees which laws got the most nominations. Then to account for whether a law is voted into legislation, a 20-sided dice is rolled to determine if votes pass (1/20 unlikely, 10/20 moderate likely, 19/20 very likely). Outcomes are read for each of the laws which DID pass.

Additional collaborators: Joshua Sheldon, Judy Perry, Marleigh Norton

How might communities use it?
Can be used to see what the impact of two competing proposals would mean to a neighborhood, town, campus, etc.

At what stage of development is it?
Deployed at the Cambridge science festival, a summer camp for students at MIT, and at the conference last summer.

Related Tools & Resources: 
TimeLab 2100 software toolkit
Project team: 
Eric Klopfer

Comix News Network: Webcomics and Student Journalism

Comix News Network is an open source web tool that combines the Drupal content management system with a custom application that allows people to create their own web comics easily and simply as a complement to regular student reporting and a platform for discussions about issues that concern them.

It’s designed to enable and encourage artistic engagement, civic journalism, and social networking.

The idea for this project originated with developments at an after-school journalism program in Kolkata, India.

How might communities use it?
One of the things that building into a content management system will allow us to do is provide a rudimentary student newspaper functionality. During our research, we discovered an unfortunate lack of decent web-based high school newspapers. We aim to create a template for incorporating the comics and blog posts in the Webcomix system into a coherent, easy-to-use mechanism for student reporting/editorial cartooning. Students will be able to use the content management component of the project to have ongoing conversations (using the editorial cartooning component) regarding issues that affect them in their lives and communities.

At what stage of development is it?
Comix News Network is in early development. Once completed, the tool will be open source, allowing for the possibility of other civic media applications for the technology. The tool itself has been built and the content management system will be completed by May 2009.

Some notes on technical aspects:

Comix News Network provides a Dom (Document Object Model) based imagery combiner for
the web. While most 'web comics' solutions are created with opaque
mechanisms (canvas or flash) - webcomix is not. This allows the manipulation
of the comic scene via web standard technologies such as css and javascript.

Some Features:
* Dom Based Creation Tool - Webcomix uses the JQuery UI library to provide a
simple Dom based scene creation tool. Assets can be added and manipulated
within div panels and backgrounds, css and javascript effects can also be
applied.
* Modern CSS Effects - Webcomix makes use of modern CSS3 properties as they
are implemented in modern rendering engines and browsers (webkit, firefox).
For example, webcomix uses the rotation and scaling properties of CSS3 for
asset manipulation.
* Simple Canvas Image Creator - The system also includes a basic pencil
style drawing tool. Images created here are encoded and saved to the server,
allowing users to make quick sketches of assets without resorting to a
complex drawing program.
* Access and analysis - Transparent access to information on assets is
available from the database or through direct manipulation of the Dom. This
allows the compilation of comic statistics and external access to existing
comics at any time in the development of the application.

Project team: 
Abhimanyu Das
Project team: 
Noah Blumenson-Cook

Community Partners & Projects

DOTCOM: Inspire Civic Action through Social Media

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DOTCOM is a program for media-savvy and civically-engaged youth, designed to offer training and opportunities for young people to create socially conscious media that will impact communities across the U.S. and the Caucasus. The program is sponsored by the U.S. Department of State, and supported

Citizen Media Law Project

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The Citizen Media Law Project (CMLP) provides legal assistance, education, and resources for individuals and organizations involved in online and citizen media. The CMLP also provides research and advocacy on free speech, newsgathering, intellectual property, and other legal issues related to online speech.

The CMLP is jointly affiliated with Harvard University’s Berkman Center for Internet & Society, a research center founded to explore cyberspace, share in its study, and help pioneer its development, and the Center for Citizen Media, an initiative to enhance and expand grassroots media.

The CMLP seeks to build a community of lawyers, academics, journalists, and others who are interested in facilitating citizen participation in online media and in protecting the legal rights of those engaged in speech on the Internet.

For more information, please visit our website at http://www.citmedialaw.org/.

New School Student Ambassadors

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The Project will provide an international project-based participatory learning experience that:

  • Improves language and media literacy skills
  • Enhances cross-cultural creativity and innovation by developing critical thinking skills
  • Focuses on 21st century collaboration and communication skills
  • Builds story telling, persuasion, and presentation skills for US and Chinese students
  • Project-based educational programs will be delivered to teams that combine Chinese and US students through online, interactive environments making maximum use of social media, social production, collaboration, and communication (text, audio, video) tools. New School Student Ambassadors has fully developed and piloted joint US-Chinese participatory learning, project-based programs using open source course management, electronic portfolios, and activity management systems. Through a network of collaborating professionals and organizations, we support teacher/coaching professional development in both China and the US.

    Rye Reflections

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    Can a citizens' publication work in a community of 5000?

    Rye Reflections started in June, 2005, in the New Hampshire seacoast community of Rye. It publishes monthly, and members meet once a week for two hours at the Rye Public Library.

    Buy It Like You Mean It

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    Our Mission: “To provide access to collaborative tools for educational discovery and communication about the real world impact of product supply chains.”

    Without knowing the socially responsible impact of purchasing a product, we’re all still shopping in the dark.

    Together we are modeling how specific companies perform on a variety of socially responsible interests. Buy It Like You Mean It helps students and volunteers cooperate to review and rate the real world effects of industry supply chains. We provide these ratings, free of charge, to help shoppers decide which products support their own unique values. Our users will soon be able to find a chocolate product scores through text messaging.

    Recent blog posts, discussions, and resources