The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.
The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.
The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS:
Maritza MacdonaldMeryle WeinsteinRosamond KinzlerMordecai-Mark Mac LowEdmond MathezDavid Silvernail
Kinetic City After School is a project supported by a prior NSF award that has produced over 80 activities in areas typical of after school activities such as computer games/simulations, hands-on activities, active play, and art and writing. This pathways project, KC Empower, will redesign and test five activities of the 80 activities currently developed by Kinetic City using a new approach to increase the representation of children and youth with disabilities in informal science settings. The project will test how universal design principles can be integrated with new technologies, not available when most after school STEM content was created, to address the needs of students with disabilities. The technologies used in the redesign include advanced mobile platforms and applications; search engines that sift through audio, image and video files; gaming input devices that respond to body movements; and information restructuring that allows multiple representations of content. The project will test how universal design guidelines will work with new technologies, in the short-term providing hands-on activities more accessible to students with disabilities, while increasing access for all students. The project is expected to lead to a full scale development project that will update all modules in Kinetic City After School. The target audience is 3rd - 5th grade students. The hypothesis of the project is that designing for disability can strengthen activities designed to increase science knowledge. Rather than making accommodations for persons with disabilities, it is the environment and design that are disabled, and it is better educational practice to rethink the activity from the point of view of all learners, including those with disabilities. Thus the use of universal design will address how best to present material for all users while influenced by the challenges presented by disabled users. The project includes the Coalition for Science After School, the Center for Applied Special Technology and the Afterschool Alliance.
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TEAM MEMBERS:
Robert HirshonLaureen Summers
resourceevaluationProfessional Development, Conferences, and Networks
Creating Museum Media for Everyone (CMME) is a proof-of-concept collaborative project between the Museum of Science (MOS) in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum (Funded by NSF-DRL, award number 1114549). The project aims to show how digital interactive museum exhibit devices can be designed and developed for visitors who have a wide range of disabilities. Current deliverables include two exemplar exhibition components in which museum visitors will learn STEM concepts by manipulating and analyzing real data. To create these deliverables, CMME utilized an
The Universally Designed Museum Programming project was envisioned as a way to create public programs that are more inclusive of people with disabilities. We used the concepts of universal design and Universal Design for Learning as well as our prior experiences with these topics in exhibition design and nanotechnology programming as a foundation for our work. Through this project, we gained insight into building a community of interest, facilitating a charrette in an inclusive way, using universal design guidelines to develop programs, and measuring the effectiveness of our process.
A survey of out-of-school time administrators and staff shows that professional development can influence providers' willingness and ability to include children with special needs in their programs.
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TEAM MEMBERS:
Jane SharpElizabeth RodasAlan Savodnik
TERC, in partnership with the Boston Museum of Science, will investigate deaf and hard-of-hearing museum visitors' use of App-based signing math and science dictionaries delivered on the iPod Touch. The project is employing a mixed-methods design to study how and the extent to which family visitors, ages 5-12+, and classroom visitors in grades K-12 use the dictionaries to access and communicate about exhibit content and engage in activities. Study participants will visit one of two preselected exhibit areas and do several activities that have Word Lists posted on the activity panels. The Word Lists include key terms for the activity that are also included in at least one of the dictionaries. They will then do several activities that do not have Word Lists posted. A coin toss will be used to randomly assign the first group of visitors to a starting Word List condition. The second group will then begin with the alternate Word List condition. From this point on, subsequent groups will continue to alternate the starting point. Data collection will include observation, videotaping, interviews, and surveys. Results of the study will be disseminated through a report of findings, presentations and publications.
The project, from Indiana University Purdue University Indianapolis (IUPUI), investigates the design, development and dissemination of metaphoric aural sound symbols (audemes), audeme dictionary and riddle audeme games to teach scientific concepts to 75-100 students who are blind and visually impaired (BVI). A number of research questions are included. How do audemes and sequences function as metaphors of STEM concepts? Which audeme game structures and strategies work best to engage BVI students? How do audemes and audeme games impact STEM education? The audeme-to-concept-to-audeme dictionary will build scientific concepts using standards, state-approved science textbooks, teachers and students. They will also examine secondary words that are associated with the science concepts by mining textbooks, identifying tertiary concepts, and establishing a preliminary dictionary of audemes. A team of education, students and professionals who are experts will design the audemes after multiple iterations. A control and experimental group of students will test the audemes through traditional methods and audeme games. Students will complete a pre and post test of scientific concepts with repeated measures ANOVA to examine changes on student scores from the control and experimental groups. This work using audemes to teach scientific concepts will make contributions to BVI, learning disabilities, and general population students. Audemes and audeme games have the potential for broad implementation in both formal and informal settings for computers, mobile, and other networked platforms.
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TEAM MEMBERS:
Steven MannheimerMathew PalakalDavide Bolchini
Situated within the framework of their NSF funded sociolinguistic research, partnering institutions, Gallaudet University and the University of California-Davis, will develop and broadly disseminate a 2-hour DVD that builds knowledge and fosters community awareness, among informal and formal audiences, about the scientific structure and history of American Sign Language (ASL), with an emphasis on Black American Sign Language. Through this Communicating Research to Public Audiences (CRPA) grant, the DVD and its existing companion guidebook will: (a) link ASL to current empirical research; (b) describe the complexities of the science of language development (written and spoken); (c) detail the evolution of Black American Sign Language; (d) provide strong evidence that sociolinguistic variations and dialects are not unique to spoken languages; and (e) foster related discussions in formal and informal settings. The project will involve ASL interpreters and hearing, hearing impaired and deaf local community members, students, and teachers; ranging in age (adolescents to seniors), geographic location within the United States, and socio-economic and ethnic backgrounds. Informal settings such as local community, resource and cultural centers will participate in project dissemination efforts and activities. Formal settings such as postsecondary linguistics courses, deaf studies courses, interpreter training courses, and professional workshops will also serve as secondary venues for project dissemination activities. The research design, videotaped data clips and findings from the seminal sociolinguistic research involving data from 22 study groups at six different sites will be encapsulated and made accessible via the primary deliverable, a 2 hour DVD. Designed for various audiences, the DVD will present the socio-historical significance of the research, data collection and methods employed, and data clips of participants narrating their life experiences. Phonological variables, syntactic & discourse variables, contact phenomena, and lexical variations will also be discussed and illustrated in the DVD. Targeted public and professional audiences will be recruited to receive the DVD, the companion guide book, and other project resources. Project deliverables include a 2 hour DVD, training materials, workshops, and web site enhancements. Through active dissemination efforts, the project intends to reach approximately 29,000 people. The project should: (a) increase knowledge and awareness about the scientific structure and history of ASL, and (b) provide greater access to content- including STEM content-through a broader understanding of geographical and social factors that influence non-spoken language variations, particularly Black ASL. A mixed methods evaluation study will be employed to monitor all aspects of the DVD and training materials development, refinement, and implementation. Focus groups will be conducted and questionnaires will be distributed to collect data and determine the extent to which the project has effectively met its primary goal to share and disseminate its research findings more broadly to public audiences, with a special emphasis on informal audiences and organizations. The project will address a need in the field for research about the scientific structure, history, and socio-cultural factors influencing variations in non-spoken languages, particularly in Black ASL. Broad dissemination of this research could raise public awareness about ASL variations thereby, providing interpreters and a sizable portion of the deaf and hearing communities with valuable insights on ASL that could improve content accessibility among deaf and hearing impaired individuals. The project also highlights an important, overlooked component of American history. In addition, this project would further the ISE program's efforts to diversify its portfolio with respect to content (science of language; linguistics) and target populations (deaf, African-American). The original NSF funded scientific research project and the proposed dissemination efforts, also support ISE's commitment to fund projects with an aim to communicate NSF funded research to informal audiences and within informal settings. With an anticipated reach of 29,000 people, the project?s website, local community events, and linkages with ISE organizations such as The Department of African American Studies Afro-American Studies Resource Center at Howard University in Washington, DC; The Stiles African American Heritage Center in Denver; and The Schomburg Center for Research in Black Culture in Harlem, NY and professional organizations such as the Gallaudet University Press and the National Association of Black Deaf Advocates (NBDA); will provide multiple opportunities for public engagement in the research and cross-disciplinary, cultural discussions about this work within the context of informal and formal education.
This proof-of-concept project is a collaboration of the Museum of Science in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum. The project will demonstrate that the project team can design and develop digital interactive museum exhibit devices that work for visitors who have a wide range of disabilities. The outcome will be one "exemplar" exhibit based on an exhibit scenario where museum visitors learn STEM concepts by manipulating and analyzing real data. The project will also develop and test the efficacy of a prototype Do-It-Yourself (DIY) Toolkit that will help other museum professionals implement the digital interactive strategies. In addition, the project will produce a white paper on the specific exemplar and a research paper with guidelines for digital interactive exhibits in museum. The project uses an innovative workshop approach that brings together individuals from a diverse range of fields to develop the digital interactive strategies. After developing the "exemplar" exhibit, the team will develop the DIY Toolkit and test the efficacy of the Toolkit in museums that do not have the same level of exhibit development resources as larger institutions. The the project's evaluation will not only determine if the exemplar works well with a wide range of people with disabilities, but also determine the cost-effectiveness and efficacy of the workshop strategy and the ability of other museums to use the DIY toolkit. If successful, this project will attend to an area of high need in the informal science education (ISE) museum exhibit community and provide a resource that will serve a wide range of ISE institutions. If the project evaluation outcomes are positive, the project will lead to a larger effort to develop more exemplar exhibits based on different scenarios and an expansion of the DIY Toolkit.