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resource research Media and Technology
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource project Media and Technology
A report following the 2016 Environmental Health Summit recommended engaging citizens in creating their own knowledge and solutions, thus ensuring that their concerns are adequately addressed and promoting sustainability of community projects. Indeed, citizen science has the potential to initiate a cascade of events with a positive ripple effect that includes a more diverse future STEM and biomedical workforce. This SEPA proposal involves the establishment of WE ENGAGE – an informal, citizen science-based, environmental health experiential learning program designed in partnership with and for under resourced communities struggling with health and environmental health challenges. Its purpose is to actively engage and build the citizen science capacity of citizens living in a single cluster of three contiguous under resourced, minority Cincinnati neighborhoods where generational challenges continue to plague residents despite the presence of established academic-community partnerships. Our hypothesis is that community-informed, experiential learning opportunities outside of the classroom that are structured, multi-generational, and story-based will encourage a) the active asking, discussion about, and answering of relevant complex health and environmental questions so that individuals and communities can plan action steps to make better health choices and pursue healthier environments, and b) greater interest and confidence in pursuing formal biomedical/STEM education and STEM careers. Our program has three specific aims: 1) We will co-create tailored story- based (graphic novel style) STEM education materials with a community advisory board and offer informal STEM education and research training to our target communities; 2) we will facilitate the application of scientific inquiry skills to improve health via community-led health fairs that use an innovative electronic health passport platform to collect data and through facilitated community discussions of health fair data to generate motivating stories to share; and 3) we will facilitate the application of scientific inquiry skills to foster community pride and activism in promoting healthier/safer built environments via walking environmental assessments. As in aim 2, facilitated discussions will be held to spur future community based participatory research studies and interventions. Critical to our success is the concept of storytelling. Storytelling is a foundation of the human experience. A key purpose of storytelling is not just understanding the world, but positively transforming it. It is a common language. Bringing together STEM concepts in the form of a story increases their appeal and meaning. Later, the very process of community data collection gives individuals a voice. In a data story, hundreds to millions of voices can be distilled into a single narrative that can help community members probe important underlying associations and get to the root causes of complicated health issues relevant to their communities. Through place based, understandable, motivating data stories, the community’s collective voice is clearer—leading to relevant and viable actions that can be decided and taken together. From preventing chronic disease, to nurturing healthier environments, to encouraging STEM education — stories have unlimited potential.

Public Health Relevance Statement:
Narrative WE ENGAGE is an informal citizen science-based, experiential learning program designed in partnership with and for middle schoolers to adults living in under resourced minority communities. Using the power of data collection and storytelling, its purpose is to actively engage citizens in STEM/research education and training to encourage a more diverse future workforce and to sustainably build local capacity to ask and answer complex health and environmental questions relevant to their communities. Further, by engaging citizens and giving them a more equitable stake in the research process, they are better able to discover their own solutions.
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TEAM MEMBERS: Melinda Sue Butschkovacic Susan Ann Hershberger
resource project Media and Technology
The objective of this youth media project is to provide 14-24 year olds with training and hands-on experience in engineering, and the physical and biological sciences. The project is designed around core practices that engage youth in original research and inquiry through experimentation, development, and creative use of new technologies and tools to communicate STEM to the public. Youth Radio project participants in Oakland, CA, Atlanta, GA and Washington, DC include 540 youth, 80% of whom are low-income and/or youth of color, plus another 400 youth via off-site outreach in schools and community centers. Core deliverables include: (1) "Brains and Beakers," eight live events per year where a visiting STEM researcher brings his/her work out of the lab and onto the stage at Youth Radio facilities, demonstrating key principles and discoveries and interacting with youth participants; (2) "Youth Radio Investigates," an annual 6-part multimedia series, where youth partner with university and industry-based researchers to explore the veracity of scientific claims applied to products and services and they use every day; (3) The "Application Development Lab," where youth develop, create and disseminate online embeddable and downloadable applications (12 annually) that serve real needs in youth communities. The digital media produced by the youth will be broadcast by National Public Radio and distributed online through various sites including iTunes and BoingBoing.net, one of the most frequently visited technology-focused sites on the web. Project advisors include STEM researchers in universities as well as highly experienced and successful new media technology developers. Project partners include National Public Radio, KQED, the California Academy of Sciences, and the Oakland Unified School District. This project builds on the successful prior work (NSF #0610272) that initiated a Science and Technology program within the Youth Radio organization. The summative evaluation by Rockman et al will measure how the program affects students' science and technology knowledge, skills, and attitudes. It will build on the evaluation from the prior NSF funded project (#0610272) that highlighted the organizational and staff growth processes as Youth Radio discovered how to design and implement successful, sustainable STEM programs. Rockman will evaluate the new programs (Youth Investigates, Brains and Beakers, and the Application Lab), measuring the following STEM-related student outcomes/impacts: perceptions of selves as producers/creators of science or technology; attitudes toward science and perceptions of scientists; understanding the process of scientific inquiry and research and/or technology skills development; and understanding or interest in careers in science or technology (based on National Research Council report, 2009). Data will be collected from the youth at the Oakland site and from the other Youth Radio bureaus to determine which aspects of the program transfer to multiple sites and which ones are unique to a specific location or set of circumstances. Methods include surveys of student attitudes, participant focus groups, interim assessments, objective skills assessments, and interviews. This project provides an innovative new model for collaborations between STEM researchers and under-represented youth resulting in digital media that impacts the youth as well as the public's understanding and engagement in science.
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TEAM MEMBERS: Ellin O'Leary