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resource evaluation Media and Technology
In the Spring of 2003, Rockman et al conducted an evaluation that was designed to explore children's viewing behavior, outcomes of viewing, the impact of the program's structural features, viewers' content preferences, and factors that motivate greater participation by viewers. Nearly six hundred children and twenty-five adults in three major U.S. cities participated in this study. Evaluation activities included: Five sets of student surveys: one administered prior to viewing episodes of DragonflyTV, one following each of the three programs viewed as part of the evaluation, and one
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TEAM MEMBERS: Rockman, et. al. Twin Cities Public Television Jennifer Borland
resource project Media and Technology
The Adult Literacy Media Alliance (ALMA), producer of TV411 and the NSF-funded Think Math, will undertake a planning process for the development of a ten part series, TV411 Cook Smart, which will incorporate lessons in math, biochemical and physical processes into a cooking show format. The television series is geared towards low-literate adults and builds on ALMA's prior experience in producing science/math-based programming. The deliverables include a standards-based curriculum outline for the series; outreach and training plans with the project's broadcast partner, Kentucky Educational Television; development of strategic partnerships with community organizations, including Head Start programs and Neighborhood Networks National Consortium; and evaluation strategies to study the impact of the TV411 Cook Smart on adult learners.
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TEAM MEMBERS: Lora Myers
resource project Media and Technology
The Coalition for Watershed Education, consisting of the Land Access Information Association, Great Lakes Children's Museum, Interlochen Public Radio and Northwestern Michigan College Great Lakes Studies Institute will implement a comprehensive science education project for youth and adults. The major components include: Watershed Discovery field experiences, Soundscapes radio broadcasts, Waterscapes exhibits, a project website, and the expanded Great Lakes Coalition for Watershed Education. Watershed Discovery is a field-based experience for youth ages 11-17. Teams of 6-10 youth will work with mentors who specialize in GPS, GIS, geology and geography to research and collect data on the Great Lakes watershed. These students will also use their new knowledge to produce radio segments as part of the Soundscapes component. Youth teams will be trained to interview sources, gather information and write scripts for use on the local National Public Radio affiliate. The Great Lakes Children's Museum will design a permanent, interactive watershed of 1,500 square feet, as well as a traveling exhibit of 500 square feet for visitors ages 7-12. Other deliverables include "A Community Guide to Watershed-based Science Education" (available in print and CD-ROM), a one-day regional dissemination conference, and an interactive website. Strategic impact will be realized through the development of a novel model for watershed education, its subsequent replication and summative evaluation outcomes. It is estimated that over 40,000 children will be reached by this community-wide initiative.
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TEAM MEMBERS: Joe VanderMeulen
resource project Media and Technology
Glaciers: A Chronology of Climate Change is a CRPA project that seeks to explain the historical cycling of glaciers in the context of climate change. By using chemical isotopes (Beryllium 10), the age of rocks that have been covered with glacier ice and exposed to sunlight later can be determined fairly accurately. Through this method, the glaciation cycles have been determined for the last 70,000 years. In collaboration between the Lamont-Doherty Earth Observatory at Columbia University and the American Museum of Natural History (AMNH), this project is designed to impact adult audiences, youth in grades 6th-12th, and teachers writ large. The research results shall be expressed via an eight-minute high definition film for large screen viewing in the \"Science Bulletins\" section of the AMNH and the affiliated museums. A rigorous front-end evaluation will be used to inform the presentation and assess audience impact. Subsequent formative evaluations are designed to measure the learning impact of the film and the retention of longer term concepts. It is anticipated that more than 700,000 individuals will have access to current, scientifically accurate data and related information on glaciation cycles and climate change through the educational film and website. Materials will be easily accessible to teachers and the film will be closed captioned in both English and Spanish.
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TEAM MEMBERS: Joerg Schaefer George Denton Michael Kaplan
resource project Media and Technology
The PBS NewsHour STEM Learning project is a broadcast and online science journalism and informal science education initiative to report breaking science news and cutting-edge STEM (Science, Technology, Engineering and Mathematics) research and researchers to a national audience. The multi-platform project goals are to: (1) increase and improve the knowledge of the audience with respect to science and technology; (2) stimulate the active engagement of the audience with science and technology through interactive tools; and (3)position the PBS NewsHour as a regular destination for in-depth and innovative science reporting; (4) deploy new and creative digital tools to extend the impact of NewsHour science reporting, especially for youth. The PBS NewsHour is produced by MacNeil/Lehrer Productions and distributed by PBS to PBS television and radio stations across the country, five nights per week. This project is informed by an expert advisory board and other consultants. Project evaluation will be conducted by City Square Associates. The formative evaluation in year one will employ focus groups of adults from the general audience and teens as well as a quantitative survey online to determine a benchmark of current science knowledge, attitudes and behaviors. The evaluation in year two will test digital components of the project in a usability lab setting to gather information to help improve the quality and effectiveness of these deliverables. The summative evaluation will administer a tracking study with the same population surveyed in the first year. Deliverables include: a minimum of 26 science documentary reports broadcast per year plus additional in-studio interviews and coverage of breaking science news; a revamped website, notably "Science and Tech To Go"; a weekly STEM interview or report online featuring Hari Sreenivasan or other reporters; additional weekly digital STEM reporting; and an expanded and redesigned outreach program for teens and educators including an innovative, cloud-based student editing and content-sharing initiative in collaboration with several science centers. Six new PBS NewsHour Student Reporting Labs, established in high-need urban schools, will shoot, edit, and post their videos on the web. The PBS NewsHour science reports will be broadcast and featured on the NewsHour iPhone app, as well as disseminated on the NewsHour's YouTube Channel, Disqus and UStream, Hulu.com, with new science material updated daily on the web. The NewsHour is seen by more than 7 million viewers each week, with additional audiences being reached by radio, the Online NewsHour website, podcasts, and other social media. New community-based programs expand the audience farther. The final summative report will outline the impact of the project and identify the strategies and tactic found to be most effective in making use of digital media to support project goals.
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TEAM MEMBERS: Patti Parson
resource project Exhibitions
This project will engage underserved Native and non-native youth and adults in environmental science content and awareness through innovative exhibitions and hands-on activities. Traditional ecological knowledge (TEK) and western science will be communicated and promoted within culturally relevant contexts as valuable, complementary ways of knowing, understanding, and caring for the world. The Oregon Museum of Science and Industry (OMSI), the lead institution, and its partner organizations, The Indigenous Education Institute (IEI), The National Museum of the American Indian (NMAI), the Tramastklikt Cultural Institute, the Confederated Tribes of the Umatilla Indian Reservation, the Hibub Cultural Center and Natural History Preserve (Tulalip Tribes) will work collaboratively to develop and deliver all aspects of the project. An estimated 1.5 million Native American and non-Native American youth and adults are expected to be engaged in the project\'s exhibits, website, and activity kits over the five year duration of the project. Native American and non-Native American youth (ages 11-14) and their families from the Portland area and visitors to national science centers, tribal museums, and members of Native American organizations and service providers will be targeted for participation in Generations of Knowledge activities. In addition, the Professional Collaborative component will bring professionals from the partnering organizations to share resources, professional opportunities, and document their collaborative process. OMSI, project partners, Native scientists, tribal museum partner, exhibit developers, advisors, and members of various Native American communities will work collaboratively to develop four integrated deliverables. Each deliverable will be interconnected and designed to accommodate a variety of venues and audiences. Project deliverables include: (a) a 2,000 sq ft traveling exhibition, (b) a small traveling graphic panel exhibition, (c) an online virtual exhibition, (d) an activity kit for Native youth in informal and formal settings, and (e) opportunities and resources for reciprocal collaboration between ISE and Native American partners through a professional collaborative initiative. IEI and advisors from RMC Research and Native Pathways will conduct the external evaluation using a mixed method, community-based participatory research (CBPR) approach. Formative and summative evaluative data will be used to monitor, assess, and inform the project and the extent to which project goals have been met and the intended impacts achieved. The anticipated project outcomes include (but not limited to): (a) an awareness and understanding of the interconnectedness of TEK and western science, (b) a recognition of the relevancy and value of TEK and western science for understanding and caring for the natural world, (c) intergenerational learning and discussions about related TEK and western science issues, and (d) an increased capacity, supported by evidence, among the project team and partners to facilitate reciprocal collaborative efforts. This project builds on a long history of successful NSF/DRL supported work led by OMSI and IEI. It also extends existing traditional ecological knowledge focused work through a culturally contextualized hands-on traveling and virtual exhibitions, a rigorous professional development component, highly visible national partners (e.g., NMAI), and a national reach to over one million Native American and non-Native American youth and adults over a five year period. The project\'s research and evaluation findings will add to the knowledge base on strategies that can be employed to communicate and promote TEK and western science as complementary, valuable was of understanding and caring for the natural world.
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TEAM MEMBERS: Victoria Coats Lori Erickson Nancy Maryboy David Begay Jill Stein
resource project Media and Technology
Life on Earth aims to advance (1) public understanding of the history of life on Earth and biodiversity, and (2) our knowledge of how people interact and learn from large interactive science data visualizations on multi-touch displays in public settings. Our multi-institutional project team has developed the DeepTree, the FloTree, and Build-A-Tree (BAT). The focal exhibit, called the DeepTree, utilizing large data sets from four online databases including Tree of Life web project (www.tolweb.org), Encyclopedia of Life (www.eol.org), National Center for Biotechnology Information (https://www.ncbi.nlm.nih.gov/) and Time Tree (www.timetree.org), allow museum visitors to explore the relationships of 70,000 species, spanning over 3.5 billion years of evolutionary history using touch gestures on a large multi-touch computer display. Embedded inside the DeepTree, the "FloTree" encourages exploration of evolutionary processes within a single population. "Build-a-Tree" (BAT) is a multi-level phylogenetic tree-building game. These learning experiences are designed to target core evolutionary concepts and be self-directed, physically interactive, embodied, and collaborative. The Life on Earth exhibit has been installed at California Academy of Sciences in San Francisco, the Field Museum in Chicago, University of Nebraska State Museum in Lincoln Nebraska, and Harvard Museum of Natural in Cambridge Massachusetts. Please visit the Life on Earth website at https://lifeonearth.seas.harvard.edu/ to find more details on publications, and the ongoing learning research and summative evaluation. The Life on Earth project brings together a team of interdisciplinary researchers in human-computer interaction and information visualization, learning sciences, museum exhibit design, cognitive and developmental psychology, and evolutionary biology.
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TEAM MEMBERS: Chia Shen Judy Diamond Harvard University E. Margaret Evans Michael Horn Florian Block Brenda Caldwell Phillips Jim Hammerman Jon Christiansen Amy Spiegel
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
resource project Media and Technology
This project is designed to bridge the "public understanding of science" radio model with a "public engagement with science" approach using a new public media tool - the "Public Insight Network". Radiolab, an innovative hour-long radio program has developed a highly innovative and successful format over the past 5 years that fosters interest and understanding in STEM based on audiences' natural curiosity. It has exposed non-science attentive listeners to transformative STEM concepts such as Stochasticity (physics, statistics, neuroscience), Musical Language (behavioral science, neurology, acoustics) and Space (mathematics, astronomy, technology, engineering). This project will expand the model using innovative online strategies that will connect listeners with working scientists, with each other and with the Radiolab hosts. This new model is grounded in the direct interaction of audiences and scientists which positions listeners as active creators and curators of content rather than passive recipients. The target audience is young adults 18 years old and above. Key organizational partners are The Public Insight Network (and their affiliation with the National Academies of Science), American Public Media, the Borough of Manhattan Community College and Brooklyn College. Project deliverables include 30 hour-long Radiolab programs for broadcast on public radio stations; interactive, user generated articles for the web site; live online chats, engagement "apps" for mobile smart phones; and live events at college campuses and science centers. In addition, the project will implement a mentorship program to train college-aged underrepresented students that have demonstrated an interest in science and/or science journalism. Formative evaluation will gather actionable information from audiences and scientists than can inform the design of the deliverables.The summative evaluation will assess the success of the strategy for engaging audiences in ongoing science learning. Audiences are projected to increase from the current base of 1 million radio listeners per season and 2 million podcast downloads per month. The intended learning outcomes for the audience include their gaining greater knowledge and exposure to current scientific research, and increased engagement by becoming participatory learners through online interactions with science professionals and other listeners.
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TEAM MEMBERS: Ellen Horne Jad Abumrad Robert Krulwich Soren Wheeler
resource project Media and Technology
The Maryland Science Center, in partnership with SK Films, Inc. received NSF funding to produce a large format, 2D/3D film and multi-component educational materials and activities on the annual migration of monarch butterflies, their life cycle, the web of life at select sites where they land, and the citizen science efforts that led to the monarch migration discovery. Project goals are to 1) raise audience understanding of the nature of scientific investigation and the open-ended nature of the scientific process, 2) enhance and extend citizen science programs to new audiences, and 3) create better awareness of monarch biology, insect ecology and the importance of habitat. Innovation/Strategic Impact: The film has been released in both 3D and 2D 15/70 format. RMC Research Corporation has conducted evaluation of the project, both formatively and summatively, including a study of the comparable strengths of the 2D and 3D versions of the film. RMC has conducting formative evaluation and is currently conducting summative evaluation to assess the success of project materials in communicating science and achieving the project's learning goals. Collaboration: This project employs a collaborative model of partnerships between the project team and the National Science Teachers Association (NSTA), the University of Minnesota's Monarchs in the Classroom and Monarch Watch. Project advisors represent world-renown monarch butterfly research scientists and educators, including Dr. Karen Oberhauser, named a "Champion of Change" by President Obama in June 2013, and Dr. Chip Taylor, founder and director of Monarch Watch at the University of Kansas.
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TEAM MEMBERS: Jim O'Leary
resource project Media and Technology
The Nexus of Energy, Water, and Climate: From Understanding to Action (Café +) project will develop and test two interactive board game concepts focused on energy, water, and climate with youth and adults from four highly diverse communities in New Mexico. The four primary goals of the project are to: (a) develop, play test, and implement two board, card, or other non-electronic games grounded in energy, water, and climate content at four project sites, (b) identify the key characteristics of the games that maximize problem solving while stimulating interest, engagement, and learning, (c) explore the implications of game playing on dialog, learning, and Café+ satisfaction for youth and adult participants, and (d) evaluate the viability of this model for full scale implementation throughout the existing Café Scientifique program, from which this project is based. Los Alamos National Laboratory, Sandia National Laboratory, PNM Resources, Scott Balaban Games Design, the Los Alamos County Utilities Department, and a host of advisors and consultants from a broad range of organizations and institutions will collaborate to develop, test, and implement the Café+ games model. The primary deliverables include: (a) two non-electronic multiage commercial quality games focused on energy, water, and climate content, (b) a comprehensive pilot study examining the impact, effectiveness, and viability of the Café+ model with the target audiences, and (c) formative and summative evaluations of the games implementation model. A significant outcome of Café+ is that New Mexico youth and adults, from diverse backgrounds, will learn relevant science content through the development and testing of engaging, innovative commercial quality games. Over 250 youth and adults will benefit directly from their participation in the pilot study. They will not only learn important science content while working collaboratively in groups (youth only and youth/adult groups), but they will also participate in an authentic scientific process experience as playtesters. In this role, youth and adults will experience critical science concepts such as trial and error and refinement. Further, the games will be made publicly available and implemented across the entire Café Scientifique program (n=960 youth). The evaluation study will employ a mixed methods approach to examine project implementation, effectiveness, and impacts. Focus groups, observations, and surveys will be employed to assess a number of variables such as (but not limited to): content knowledge and learning, interest, engagement, game features, game play processes, gaming obstacles and challenges, participant interactions, and motivation. Embedded assessment opportunities will also examine participants\' decision making abilities, analytical skills, and ability to transfer knowledge gained to real world situations as they navigate through the games. Data collected at the youth-only pilot test sites will be used in a comparative analysis of similar variables tracked at the youth and adult sites. Formative approaches will provide iterative, ongoing opportunities for programmatic and game refinement and adjustments. The formative and summative evaluations will endeavor to document critical data and findings needed to assess the viability of Café+ as a full scale development project, with additional games and project sites across the country. The Café+ project would add to the limited literature base on learning and science engagement of youth within Science Café settings in the 21st century. More critically, this pilot study could contribute to the dearth of current research on the impact of non-electronic game play can have on youth only groups and youth/adult groups working collaboratively to make important scientific decisions within Science Café settings. This comparative data could prove significant for other program models interested in implementing similar youth and adult game based program. Further, the relevance of the content could potentially spark youths' interest not only in pursuing courses and careers in STEM, but it could also motivate youth and adult participants to become more involved in civic engagement activities occurring within and beyond their local communities.
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TEAM MEMBERS: Michael Mayhew
resource project Media and Technology
TERC is partnering with the Toxics Action Center to enhance the capacity of environmental organizations to teach mathematical literacy skills to low-income citizens, mostly women of color. Secondary collaborators include four environmental organizations around the country. The project is (1) developing math- and statistics-rich educational materials that help non-scientists interpret environmental test results, (2) developing training materials that help environmental organization personnel provide quantitative literacy training to citizens, (3) helping environmental organizations institutionalize project resources, and (4) evaluating the impact of project activities on environmental organizers, community members, and the general public. Project deliverables include bilingual, print- and web-based instructional materials (including videos) for environmental organizations to use with staff and community members; training sessions to create a cadre of environmental organization leaders who can conduct environment-focused, math training workshops; a communications toolkit for dissemination to journalists who cover environmental issues; and a resource-rich project web site.
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TEAM MEMBERS: Martha Merson Mary Jane Schmitt