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    W

    WGBH Educational Foundation

    EST. 1951
    36论文总数
    161引用总数

    The WGBH Educational Foundation (also known as GBH since August 2020) is an American public broadcasting group based in Boston, Massachusetts. Established in 1951, it holds the licenses to all of the PBS member stations in Massachusetts, and operates its flagship station WGBH-TV, sister station WGBX-TV, and a group of NPR member stations in the state. It also owns WGBY-TV in Springfield, which is operated by New England Public Media under a program service agreement.Nationally, WGBH is known as the distributor of a number of major PBS programs, including American Experience, Arthur, Frontline, Masterpiece, and Nova, among others; as the owner of Public Radio International until 2018, a syndicate of public radio programming; and for its role in the development of closed captioning and audio description technologies for broadcast television.

    论文量&引用量时间轴

    机构学者

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    Perry Sprawls
    Perry Sprawls
    Emory University
    论文:12引用:0H-index:0
    Jillian Orr
    Jillian Orr
    WGBH Education Foundation
    论文:6引用:0H-index:0
    Phil Vahey
    Phil Vahey
    Applied Learning Insights, LLC;Menlo Education Research;International Centre for EdTech Impact
    论文:5引用:0H-index:0
    Ashley Lewis Presser
    Ashley Lewis Presser
    Education Development Center
    论文:5引用:0H-index:0
    Marisa Wolsky
    Marisa Wolsky
    WGBH Educ Fdn
    论文:4引用:0H-index:0
    Christine Zanchi
    Christine Zanchi
    WGBH Educational Foundation
    论文:2引用:0H-index:0
    Monica E. Cardella
    Monica E. Cardella
    Purdue University
    论文:2引用:0H-index:0
    Domínguez Ximena
    Domínguez Ximena
    Digital Promise Global
    论文:2引用:0H-index:0
    Tamecia R. Jones
    Tamecia R. Jones
    North Carolina State Univ
    论文:2引用:0H-index:0

    论文(36)

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    1Archival Meta-Metadata: Revision History and Positionality of Finding Aids
    Owen C. King

    This article starts from two observations about archival description. First, creating finding aids requires significant judgment and interpretation, and is therefore inevitably influenced by the positionalities—the perspectives, personal histories, and social identities—of the archivists. Second, finding aids occasionally call for revision, sometimes to fit a new data standard or reflect an evolving collection, but also to correct errors, reduce bias, and remove harmful language. In light of these observations, this article has two aims. First, it develops and presents a theoretical rationale for recording metadata about finding aids, including revision history and authorship, arguing for transparency about positionality as a response to recognizing the infeasibility of impartiality. Second, it presents the results of a survey of state archivists in the US, who were asked about their descriptive practices and their attitudes regarding disclosing their authorship of finding aids. Results of the survey reveal diverse practices, as well as some hesitation to embrace expressions of positionality in the context of description. The article closes with a discussion of options for conceptualizing metadata about finding aids and the professional role of archivists, concluding with two general recommendations.

    2024Archival Science(2024)引用:2
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    2Developing Preschoolers' Computational Thinking Skills Through Digital Gameplay
    Heather Lavigne,Jillian Orr,Marisa Wolsky,Borgna Brunner,Amanda Wright

    This chapter provides an overview of how digital media can be leveraged to support the exploration of developmentally appropriate computational thinking (CT) skills for preschoolers. These skills, named CT Core Ideas in the project team's framework, support children's abilities to tackle problems or goals using systematic, computational strategies. The authors describe a theoretical model that outlines the ways in which CT aligns with preschool math instruction, and how children can apply their CT skills through digital gameplay. This chapter also shares lessons learned from classroom research with teachers and children and describes several game prototypes that children played to practice their CT skills. At the end of the chapter, they provide recommendations for how educators can support young children's CT by integrating hands-on gameplay into classroom instruction.

    2022Research Anthology on Early Childhood Development and School Transition in the Digital Era(2022)引用:2
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    3The Role of Executive Function and Self-Regulation in the Development of Computational Thinking
    Elizabeth Kazakoff Myers

    This chapter summarizes theoretical connections between computational thinking through learning to code, self-regulation, and executive function and discusses why it is important to continue exploring the intersection of executive function, self-regulation, and computational thinking, including the need to revisit the socio-cultural underpinnings of foundational self-regulation, executive function, and school readiness research. As an example, findings from a 2014 study that explored the relationship between self-regulation and computational thinking when learning to code are shared. Research supports the idea of teaching computational thinking skills within an integrated early childhood curriculum to support the development of well-prepared citizens for the 21st century by drawing on the connections between executive function, self-regulation, and computational thinking.

    2021Advances in Early Childhood and K-12 Education Teaching Computational Thinking and Coding to Young C...(2021)引用:2
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    4The Evidence Based Curriculum Design Framework: Leveraging Diverse Perspectives in the Design Process
    Philip J Vahey, David Reider,Jillian Orr,Ashley Lewis Presser,Ximena Dominguez

    The ubiquity of touchscreen, mobile tablet technology has resulted in a plethora of “apps for learning” yet few leverage the learning sciences as a design driver. This paper describes our approach to integrating the learning sciences with best practices in app design: a design framework that involves researchers and developers in a co-development process to create apps based on research and evidence. Our framework centers around a learning blueprint which is intended to serve as a “boundary object.” This boundary object facilitates a design process that allows the design team to focus on both children’s engagement and learning. Here we describe the challenges that our project team encountered and our approaches to overcome those challenges on the Next Generation Preschool Math (NGPM) project, a development and research effort devoted to creating a supplemental preschool math curriculum supplement with integrated digital apps.

    2018International Journal of Designs for Learning(2018)引用:9
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    5Exploring Computational Thinking in Preschool Math Learning Environments
    Heather J. Lavigne,Jillian Orr,Marisa Wolsky
    2018Society for Information Technology & Teacher Education International Conference(2018)引用:2
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    合作机构(11)

    Education Development Center合作论文 7
    SRI 国际合作论文 5
    普渡大学合作论文 2
    麻省理工学院合作论文 1
    伦敦国王学院合作论文 1
    德克萨斯理工大学合作论文 1
    南卡罗来纳医科大学合作论文 1
    Kentucky Educational Television合作论文 1
    Digital Promise合作论文 1
    Menlo School合作论文 1

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