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resource research Higher Education Programs
The project team published a research synopsis article with Futurum Science Careers in Feb 2023 called “How Can Place Attachment Improve Scientific Literacy?”
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TEAM MEMBERS: Julia Parrish Benjamin Haywood
resource project Media and Technology
This project develops and examines place-based learning using mobile augmented reality experiences for rural families where museums and science centers are scarce yet where natural resources are rich with outdoor trails, parks, and forestlands. The collaborative research team, with members from rural libraries, outdoor learning centers, learning scientists at Penn State University, and rural communities in Pennsylvania, will develop augmented reality and mobile learning resources for families and children aged from 4 to 12. The goal is to help people see what is not visible in real-time in order to learn about life and earth sciences based on local watersheds, trees, and seasonal cycles that are familiar and relevant to rural communities. To accomplish this goal, the project team will create scientifically meaningful experiences for rural families and children in their out-of-school time through three iterations of research and design. Although there is evidence that augmented reality can support learning, little empirical research has been conducted to determine what makes one type of augmented learning experience more effective than others in outdoor learning spaces. This project will produce research findings on the utility of augmented reality for science learning with families and youths outdoors. This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants

Through a four-year design-based research study, researchers will investigate three research questions. (1) How can outdoor learning experiences be enhanced with augmented reality and digital resources in ways that make science more visible and interesting?; (2) How do different forms of augmentations on trails and in gardens support science learning? 3) What social roles do children and parents play in supporting each other's science learning and connections to rural communities? Data collection includes video-recordings of children and families in the outdoors, learning analytics of people's behavior, and interviews with rural families. The project's research design will allow for the development of theory, which supports rural families learning science within and about their communities. At the end of the project, the team will offer generalizable design principles for technologically-enhanced informal learning for outdoor displays, gardens, and trails.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Heather Toomey Zimmerman Susan Land
resource project Media and Technology
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning.
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TEAM MEMBERS: Michael Rosenfeld Sarah Goforth Amy Bolton
resource research Exhibitions
This paper describes a complex process being undertaken by a major Canadian institution, the Manitoba Museum of Man and Nature. The evaluation process is systematic, multi-faceted and demonstrates the fruitful interaction between evaluation and gallery development. The front-end phase is the focus of the paper. Discussion concentrates on the elements of the process which are unique to the Canadian experience, specifically the whole community aspect of this process (wherein input was from sources distant from the physical setting of the institution), and the mix of novel and "traditional"
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TEAM MEMBERS: George Wurtak Larry K. Bremner
resource project Media and Technology
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS: Annette Schloss Kerry Handron Carolyn Sumners
resource project Informal/Formal Connections
The "Salmon Research Team: A Native American Technology, Research and Science Career Exposure Program" is a three-year, youth-based ITEST project submitted by the Oregon Museum of Science and Industry. The project seeks to provide advanced information technology and natural science career exposure and training to 180 middle level and high school students. Mostly first-generation college-bound students, the target audience represents the Native American community and those with Native American affiliations in reservation, rural and urban areas. Students will investigate computer modeling of complex ecological, hydrological and geological problems associated with salmon recovery efforts. Field experiences will be provided in three states: Oregon, Washington and northern California. The participation of elders and tribal researchers will serve as a bridge between advanced scientific technology and traditional ecological knowledge to explore sustainable land management strategies. Students will work closely with Native American and other scientists and resource managers throughout the Northwest who use advanced technologies in salmon recovery efforts. Student participation in IT-dependent science enrichment and research activities involving natural science fields of investigation will occur year round. Middle school students are expected to receive at least 330 contact hours including a one-week summer research experience, a one-week spring break program, and seven weekends of residential programs during the school year. The high school component consists of 460 contact hours reflecting one additional week for the summer research experience. In addition to watershed and salmon recovery related research, students will be involved in other ancillary research projects. A vast array of partners are positioned to support the field research experience including, for example, the U.S. Department of the Interior, Redwood National State Park, College of Natural Resources and Sciences at Humboldt State University, Confederated Tribes of the Warm Springs, University of Oregon Institute of Marine Biology, University of Washington Columbia Basin Research project, the Northwest Center for Sustainable Resources at Chemeketa Community College and the Integrated Natural Resource Technology program at Mt. Hood Community College. The project is intended to serve as a model for IT-based youth science programs that address national and state education standards and are relevant to the cultural experience of Native American students. Two mentors will provide continued support to students: an academic mentor at the student's schools and a professional mentor from a local university or natural resource agency. Incentives will be provided for student participation including stipends and internships. Career exposure and work-related skills are integrated throughout the project activities and every program component. Creative strategies are used to encourage family involvement including, for example, salmon bakes and museum discounts.
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TEAM MEMBERS: Travis Southworth-Neumeyer Daniel Calvert
resource project Media and Technology
The project DIG: Scientists in Alaska's Scenery will perform proof-of-concept on integrating a tourist's visit with place-based stories of meaningful science research in the Arctic. DIG (Digitally Integrated Guide) will widen the general public's interaction with the cultural and natural environment by allowing them to access Web sites and load their handheld mobile devices with engaging descriptions of research. Access can occur before, during, or after their visit - even if the visit takes them far from computers, electricity and the Internet. The creation of user-friendly access to technology and to scientists' stories will provide a new information tool for the public. For these tourists, or others interested in research in Alaska, opportunities to learn directly from the scientists themselves are almost non-existent. Moreover, tourists have no capability to link such research with places they visit. DIG's place-based outreach will be delivered using standard media (broadcast TV, publications) and social media (Web, facebook, twitter, etc.) and mobile devices. DIG demonstration project will join scientists, Alaska Native peoples, tourists, media makers, interpreters and technology experts in inquiry-based learning designed to maximize engagement by the general public. The radically different approach to Arctic-focused science documentary proposed here fosters the close collaboration of the scientist and media maker. Video podcasts (vodcasts) and supporting Web-based materials will be created for three current research projects in Alaska, with a focus on NSF-funded projects. Such projects include anthropology and cultural/linguistic study, paleontology, climate change research, biology, and other areas. Delivery and evaluation will emphasize tourists who visit, or are planning to visit, the National Parks of Alaska. These tourists are accessible to the research team, and they are motivated to seek out information about the places they are visiting. If successful, our approach to science education and outreach will augment their knowledge about research in Alaska, resulting in a deeper and more informed experience.
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TEAM MEMBERS: Gregory Newby Liz O'Connell Deborah Perry
resource project Media and Technology
The James Agee Film Project is requesting funds to produce a four-part series of one-hour films on the environmental and social history of Appalachia. "APPALACHIA: A History of Mountains and People" will be the first series of films on the history of Appalachia and the first environmental history film ever made about a region in the United States. The project will demonstrate the dynamic interaction and inseparability of natural history and human history. By interweaving the discoveries and insights from scientific disciplines, including geology, ecology, biology and environmental science, with those of the humanities, the series will explore how the mountains have shaped human cultures and how people have shaped the mountains. "APPALACHIA: A History of Mountains and People" is made for national broadcast on PBS and is being co-sponsored by six Appalachian state PBS networks. The series is being produced in conjunction with the upcoming "Encyclopedia of Appalachia." Outreach programs include partnerships with many regional grassroots organizations, PBS stations and educational institutions to extend the film into a wide range of rural communities and schools. The Project Director/Writer of the series will be the Academy Award nominated filmmaker Ross Spears. Jamie Ross is co-producer/writer; Dr. George Constantz, the Science Writer/Content Director. Dr. Constantz is also currently the principal science and ecology editor of The Encyclopedia of Appalachia, which will be published in 2005. A distinguished group of scholars and scientists will contribute to the project. Dr. Gary Henry, Director of the Applied Research Center in Atlanta, will oversee the project evaluation.
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TEAM MEMBERS: Ross Spears
resource project Exhibitions
The Louisville Science Center (LSC) proposes to develop "The World Around Us (WAU)," an 8,000 sq ft exhibition, plus programs and materials designed to increase environmental awareness of citizens, inspiring greater understanding and respect for earth's natural resources. Exhibition components are CenterStage; AtmoSphere: Air that Surrounds Us; TerraSphere: Environments that Support Us; and AquaSphere: Water that Sustains Us. The exhibition integrates hands-on activities and media-based visitor experiences with approximately 1,000 specimens from the LSC collections. The project takes an interdisciplinary thematic approach founded in educational goals and STEM content that is closely linked to national science standards. Target audiences are children in grades 3-8, parents, caregivers and teachers. LSC expects to reach some five million visitors over ten years after opening the exhibition. The project focuses on reaching rural and underserved audiences in Kentucky and Indiana. Its impact will be extended through strong ties to the schools and with ancillary materials. The distance learning capability of the Collections Discovery Gallery will extend the reach of the exhibition beyond the museum walls. In addition, the application of PDAs and handheld GIS technology will add to experience of the field in these areas. Dissemination of "green" fabrication techniques will help other science centers follow similar approaches.
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TEAM MEMBERS: Theresa Mattei Beth Nolte
resource project Public Programs
Oregon State University will expand its successful Master Science Educators program and create a national model for the delivery of natural science education to elementary and middle school youth. Master Science Educators are volunteers who undergo a rigorous 30-hour training and commit to 50 hours of service to a community site, such as a community center, housing project or school. Volunteers work in teams of two so that each site receives 100 hours of service devoted to the research and development of a natural science project. Volunteers and on-site and off-site scientists who act as virtual volunteers, guide youth ages K-8, in the design, development and evaluation of their project. Wildlife habitat projects provide a means for participants to learn inquiry and are tailored to address local science standards. A trainer's guide, a volunteer handbook, a guide for community sites and promotional and training videos will be produced, as well as a web-based science course. It is anticipated that 240 volunteers will be trained to work with over 12,000 youth during the course of the project. Dissemination will occur through the 4-H Extension service, impacting both urban and rural populations.
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TEAM MEMBERS: Maureen Hosty
resource project Public Programs
The Museums of the Rockies will develop a 2450 sq. ft. exhibit titled Landforms/Lifeforms and complementary educational materials including teacher enhancement activities, outreach trunks, and other programming. The exhibit will serve as the pivotal experience for visitors as they engage the museum's theme One Place Through All Of Time and it serve to introduce all other permanent exhibit galleries. Using the important and spectacular geological and paleontological resources of the region and the museum's collections, the exhibit will bring to life the concept of the evolution and diversification of life in response to changing geological conditions from the Precambrian to the end of the Mesozoic. Visitors will experience the Northern Rocky Mountain Region and the life supported by that region over time. Critical thinking skills of visitors will be stimulated with the purpose of enhancing their overall science literacy. The exhibit is designed to promote adult-child interaction. Special attention is being given to attracting a rural audience. Complementary programming aimed at K-12 students and teachers will be developed. The content of these activities will address the goals set forth in Montana's systemic initiative and the Systemic Teacher Excellence Preparation program. The educational materials will also be shared with member museums in the Mid-Continent University Natural History Museum Consortium.
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TEAM MEMBERS: Arthur Wolf Shelly Whitman Beth Merrick Bonnie Sachatello-Sawyer Sharon Horrigan
resource project Exhibitions
The Field Museum will develop a 10,000 sq. ft. exhibit "Life Underground: Foundations of the Biosphere." This exhibit will introduce visitors to underground ecosystems and the importance of soil upon which we all depend. Visitors will be invited to explore the diversity of underground organisms and the vital processes in which they participate. It will consists of three main parts: 1) Underground Expedition, where things will be enlarged 100 times life-size; 2) Changes Over Time, which will highlight the dynamic nature of soil communities and forces of change, and 3) a World Tour, which will compare soil communities from a variety of ecosystems including forests, grasslands, deserts, tundra, among others. The exhibit utilizes ideas and research from all four of the museum's academic disciplines -- botany, zoology, geology and anthropology and will incorporate hundreds of specimens from the museum's botany, mycology, and zoology collections to illustrate the diversity of organisms in and around the soil. Complementary educational programming will be developed and the project is especially targeting rural and inner city residents. School and community programs will extend the exhibit into classrooms, vacant lots, and community centers. The materials developed for use in a formal education setting will be integrated with current objectives of the existing curricula. In addition, on-line access to the content of the exhibit and complementary educational materials will be provided. The scheduled opening date for the exhibit is May, 1998 and during the ten year projected life span of the exhibit and complementary programming, it is expected that more than eight million people will be introduced to "Life Underground."
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TEAM MEMBERS: M. Frances Muraski-Stotz Gregory Mueller Debra Moskovits