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resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Francois Guimbretiere Catherine McCarthy
resource project Media and Technology
The Franklin Institute Science Museum will develop, install and evaluate a museum-wide Interactive Computer Information System (ICIS) designed to enhance visitors' exhibit learning through museum-wide visitor information access and connectivity. ICIS will provide educational experiences for 1.2 million people per year, tailoring its information presentations to individual visitor needs and levels of knowledge. Exhibit based units will add advanced presentation functions beyond the usual graphics and text labels. ICIS will include 67 touchscreen-operated computer stations and six min- computers linking 27 exhibit areas in The Franklin Institute. This project is a collaboration between The Franklin Institute and the Unisys Corporation, which will provide over a five year period systems engineering, hardware, installation, maintenance and training of museum personnel valued at $2.4 million. An extensive evaluation plan will include studies of visitor-computer interaction, the economics and management of system maintenance, collaboration between museum and corporation and effectiveness of computer-based exhibit interpretation techniques. Project results will be disseminated through conference presentations, seminars and published articles.
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TEAM MEMBERS: Ann Mintz
resource project Media and Technology
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Larry Davis Vibha Sazawai
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth
resource project Media and Technology
WGBH is producing the fifth and sixth seasons of NOVA scienceNOW, a multimedia project that addresses a wide array of science, technology, engineering, and mathematics subjects via multiple platforms. They include national PBS broadcast, the PBS web site, and innovative outreach activities such as an expanded Science Café initiative. Hosted by astrophysicist Dr. Neil deGrasse Tyson, Season Five will air in 2010; Season Six in 2011. The focus is "stories of transformative research," e.g., nanotechnology, stem cells, quantum computing, as well as clean energy, and climate change. Project goals are to "produce a lasting impact on Americans' appreciation for and understanding of current scientific research," and to encourage an interest in STEM careers among younger viewers. Building upon solid prior work, the proposed project is finding new ways to interweave the television show, web materials, and Science Cafés to provide multiple entry points and pathways for the audience. For example, they will produce 32 web-only scientist profiles supported by a blog and social media tools, and then train these scientists as presenters for the Science Cafés. NOVA is planning a new strategy to maximize carriage and increase audience for the six new programs per year; the programs will run consecutively in the NOVA Wednesday evening primetime slot during the summer. During Season Three, over 2.7 million television viewers per week tuned in NOVA scienceNow, with 62,000 unique visitors to the web site per month and 75 active Science Cafés across the country. The expanded Science Café initiative is designed to become self-sustaining beyond the grant period through new partnerships with groups such as the Astronomical Society of the Pacific, the American Chemical Society, and the Coalition for the Public Understanding of Science. The project will also collaborate with the Association of Science-Technology Centers and science centers around the country to host Science Cafés featuring scientists profiled on the web. Goodman Research Group will assess the reach and effectiveness of Seasons Five and Six. The focal/primary evaluation activity is a viewing and engagement study on the influence of viewing the series along with accessing and participating actively with the increased web and outreach offerings. This study will comprise web-based surveys with adaptive branching patterns, which will include data collection from a variety of participants and will focus on participants? use of the series, website, and outreach. The summative evaluation will measure how the project is reaching these audience segments, while also meeting the overall goals of increasing public understanding of science and engagement in science-related activities.
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TEAM MEMBERS: Paula Apsell
resource project Media and Technology
Carnegie Mellon University is developing an interactive, multimedia planetarium presentation about the human brain. The interdisciplinary project team will build upon and refine the experience gained from its recently completed planetarium show, Journey Into the Living Cell. The context for this work is the need for increased public understanding of the human brain - an organ central to the very concept of humanity. The understanding of the human brain is located at the lively crossroads of research in many disciplines, including psychiatry, psychology, neuroscience, computer science and biology. The proposed medium to address this important issue is a 45-minute planetarium show. A broad audience ranging from pre-adolescent to adult will be targeted. Sophisticated and entertaining imaging technologies, including animation and virtual reality, will be used throughout the work. Narration and sound will be tightly integrated into the work. The hemispherical display surface of the planetarium will be fully utilized both visually and sonically. Recent advances in the brain sciences as well as long held understandings about the brain will be presented. Basic brain biology and principles of brain function including cooperativity in brain region activity and brain region specialization will be introduced.
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TEAM MEMBERS: James McClelland Paul Oles Bryan Rogers
resource project Public Programs
The Education Development Center (EDC) is implementing the national expansion and institutionalization of the Playing to Win (PTW) Network. With the goal of working toward universal technology enfranchisement and prior support from the NSF Informal Science Education Program, the PTW Network currently links close to fifty agencies in a mutually supportive community of neighborhood technology learning centers serving people living in low-income areas who otherwise would have little or no access to computer-based technologies. The purposes of this phase of the project are: - to increase the number of affiliates nationally - to provide effective support for their technology programs and to do so in a planned and thoughtful manner which also is flexible and responsive to the flows, demands, and unforeseen opportunities fro community technology center development -- to move the affiliate membership toward independence and self-governance. Each year of the project, PTW will work in collaboration with the United Neighborhood Centers of America, the Alliance fro Community Media, NTIA-funded programs, FreeNets, and others in three to four target areas of the US to recruitment additional primary affiliates. The goal is to add 20 additional affiliates annually who will be supported by local coordinators and another 30 with subsidized telecommunications support. PTW plans to enrich programmatic content at the centers with special emphasis on math and science. The network will support an on-line math and science program consultant and continue to recruit and support affiliates with a math/science program emphasis. The Co-Principal Investigators for the project will be Myles Gordon, Director of EDC's Center for Learning, Teaching and Technology, and Antonia Stone, Founder of PTW and PI for the previous phases of the project.
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TEAM MEMBERS: Holly Carter
resource project Media and Technology
This is a proposal for a 3 year, $1,297,456 project to be conducted as collaboration among 5 higher education institutions and one school system across the country, with St. Joseph's University in Philadelphia, PA serving as the lead institution (other collaborators are from Colorado School of Mines, Ithaca College, Santa Clara University, Duke University, and Virginia Beach School System). The primary goal is to attract and retain students in computer science, especially women and underrepresented minorities (including two EPSCoR states). To this end, the project will use Alice, a software program that utilizes 3-D visualization methods, as a medium to create a high-level of interest in computer graphics, animation, and storytelling among high school students, hence to build understanding of object-based programming. Such an IT focus on media and animation is aligned with national computer science standards. The project will build a network of college and high school faculty, who will offer workshops and provide continuing support during the academic year. In each site, pairs of teachers from each participating school (total = 90) will learn with university faculty via a 3-week summer program in which an introduction to using Alice for teaching will be followed by teacher development of materials for students that will then be used to teach high school students. An experimental start at one site will be followed by implementation at four additional sites and culminated with revised implementation at the sixth site (1-4-1 design).
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TEAM MEMBERS: Susan Rodger
resource project Professional Development, Conferences, and Networks
The Louisville Science Center will develop "The World We Create", a 13,000 sq. ft. exhibit which will transform their second floor to an active learning environment where visitors can explore the simplest element of the creative process to the most sophisticated networks available to our society. The activities will be organized into five core exhibit areas: New Way Tunnel, Think Tank, Inventor's Garage, Chemistry Kitchen, and Tech World and will reinforce educational reform activities in math, science, problem- solving, team cooperation, and decision making. In addition to the large number of interactives, there is a substantial technology/telecommunications component known as the Tech Forum. This will serve at the home site for the Kentucky TeleLinking Network (KTLN). The educational objectives of the exhibit were developed under the guidance of prominent formal educators in the state and they address both the education reform goals of the state and national science and math standards. The exhibit has also been developed with direct participation of a number of private sector partners. It is an impressive community effort. The exhibit is scheduled to open in March, 1997.
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TEAM MEMBERS: Theresa Mattei Gail Becker Amy Lowen