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resource project Professional Development, Conferences, and Networks
The Astronomical Society of the Pacific (ASP) will develop and test a new model of informal science education professional development to help small museums increase the public's knowledge and interest in astronomy. The lead collaborators in addition to ASP are the National Optical Astronomy Observatory (NOAO) and the Association of Science Technology Centers (ASTC). The project deliverables include 1) workshops for approximately 240 informal science education (ISE) practitioners in 180 small ISE institutions delivered both on-site and through distance learning 2) hands-on astronomy activity toolkits and 3) an on-going "community of practice" network. The project development team includes representatives from small ISE institutions (Randall Museum, CA; Lakeview Museum of Arts and Science, IL; Stamford Museum & Nature Center, CT) as well as others. This project has the potential for making a strategic impact on the ISE field with its research on the use of distance learning compared to on-site professional development workshops
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TEAM MEMBERS: James Manning Michael Bennett Stephen Pompea Wendy Pollock Suzanne Gurton Kate Haley Goldman
resource evaluation Media and Technology
In 2011, the Space Science Institute (SSI) engaged Insight Evaluation Services (IES) to conduct a summative evaluation of an online, multi-user space science game called MyStar. The game, which was developed with funding from the National Aeronautics and Space Administration (NASA), was designed to introduce late middle school-early high school students to the basic concepts of stellar and planetary evolution. IES assessed the effectiveness of MyStar in meeting specific learning goals, including in particular (1) The galaxy has “habitable zones” where planetary formation and/or life is more
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TEAM MEMBERS: Space Science Institute Kirsten Buchner
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
SciGirls and Citizen Science: Real Data, Real Kids, Real Discoveries SciGirls is showcasing Citizen Science! From their own backyards to a NASA research center, the bright, relatable, real girls featured on the groundbreaking PBS series are seriously into science, technology, engineering and math, or STEM. And Season Three of SciGirls finds these STEM adventurers tracking toads, counting clouds and much more, all in the name of citizen science. The brand-new season of the Emmy-winning show, featuring six stand-out episodes, debuted April 2015 on PBS KIDS (check local listings) and online at http://pbskids.org/scigirls. Citizen science is the newest STEM frontier that engages the general public –and kids – in real science. Scientists worldwide invite ordinary people—like the SciGirls—to observe and record data about everything from birds to beaches, monarch butterflies to maple trees. The data is then shared with scientists, who use it to generate new scientific knowledge. In six exciting new episodes, middle school girls and their female STEM professional mentors hit the great outdoors, cataloging frog calls, tracking the changing seasons, verifying satellite imagery of clouds, monitoring fragile butterfly populations, improving urban bird habitats, and advocating for healthy oceans. In addition, animated characters Izzie and Jake are back and finding themselves in sticky situations that can only be solved by STEM—and the SciGirls. When the SciGirls share their data with professional scientists, they save the day for Izzie and Jake and help save the environment! The new mobile-friendly website at http://pbskids.org/scigirls lets kids play new games, watch episodes and videos, and connect with fellow STEM explorers anywhere, anytime. “Collaboration is the key to successful citizen science,” said SciGirls executive producer Richard Hudson. “Since SciGirls’ beginning, working together—making discoveries, mistakes and friends—is one of the important research-based methods we use to engage girls around STEM. This new season underscores the importance of collaboration within the scientific research community and workforce. SciGirls is fortunate to have powerful partners advising us about citizen science, including the Cornell Lab of Ornithology, NASA and SciStarter.” The SciGirls creative team is headed by Twin Cities Public Television’s Director of Science Content Richard Hudson, Executive Producer of the long-running PBS children’s science series Newton's Apple and creator of DragonflyTV and the SciGirls initiative. Animation is created by Soup2Nuts, producers of PBS’ WordGirl. Strategic partners for the new series are the Cornell Lab of Ornithology, Rick Bonney co-PI, and the National Girls Collaborative Project, co-PI Karen Peterson. SciGirls is made possible by a major grant from the National Science Foundation. Additional funding is provided by INFOR, Northrop Grumman Foundation, and PPG Industries Foundation.
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resource project Professional Development, Conferences, and Networks
The conference, Indigenous Worldviews in Informal Science Education, is designed to advance research on the integration of Native and Western science in relation to informal science learning. The goals of the conference are to integrate and synthesize research and theory, formulate a research agenda, and share the results with the STEM education community. The conference is organized around six strands: Collaboration, Policy, Holistic Education, Next Generation Youth, and Evaluation. A six-week preconference online discussion of conference issues leads into the two-day conference, held at Imiloa Astronomy Center in Hilo, Hawaii. The meeting brings together sixty participants including educators, research scientists, learning researchers, policymakers, and Native youth. The conference includes keynotes, workshops and synthesis discussion groups, which will be synthesized and presented at a policy outcome meeting held in Washington, DC that follows the conference. Conference results will be further disseminated at relevant conferences, in publications, and through online discussions. A full evaluation process will inform the detailed planning of the conference and will evaluate the effectiveness of the conference, based on responses from conference participants.
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TEAM MEMBERS: Leslie Kimura Nancy Maryboy
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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resource research Exhibitions
This report addresses findings from the Bilingual Exhibit Research Initiative (BERI), a National Science Foundation-­‐funded project (NSF DRL#1265662) through the Advancing Informal STEM Learning (AISL) program. This Pathways (planning grant) project was a 3-­‐year project designed to better understand current practices in bilingual exhibitions and Spanish-­‐speaking visitors’ uses and perceptions of bilingual exhibitions. Responding to a lack of extensive evaluation or audience research in informal science education (ISE) bilingual interpretation, the Bilingual Exhibit Research Initiative
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TEAM MEMBERS: San Diego Society of Natural History Steven Yalowitz Cecilia Garibay Nan Renner Carlos Plaza
resource research Public Programs
This paper discusses how museums can encourage chaperones to facilitate deeper experiences for students during field trips. The authors describe how the California Science Center's ThinkSCIENCE! Pathways field trip program addresses this issue. Pathways asks chaperones to become facilitators by using "chaperone sheets," sets of materials containing gallery-specific questions, activities, and points of interest to help chaperones engage students in discussion. This article cites findings from a rigorous formative evaluation of these chaperone sheets and the program in general.
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TEAM MEMBERS: Kimberly Burtnyk David Combs
resource research Exhibitions
This paper describes the Visitor Evaluation Program developed jointly by the Centre de Recherche Evaluation Social des Technologies (CREST) in Montreal (Bernard Schiele) and the CNRS in Paris (Jacqueline Eidelman). The purpose of the program is to ensure the successful installation of the future Galerie de l'Evolution at the Museum National d'Histoire Naturelle in Paris. The evaluation program is based on the application of principles and methods used in contemporary evaluation processes. This paper provides a brief description of the Galerie de l'Evolution project, the major stages of the
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TEAM MEMBERS: Bernard Schiele Denis Samson
resource project Public Programs
Engineering Adventures (EA) is a free, hands-on, project-based engineering curriculum designed for out-of-school time (OST) programs serving children in grades 3 to 5. The EA curriculum was developed by Engineering is Elementary® (EiE), a project of the National Center for Technological Literacy® at the Museum of Science, Boston. Each Engineering Adventures (EA) curriculum unit features a hands-on "engineering design challenge" based on real-world events that gives children the opportunity to apply and reinforce the science and engineering practices put forth in the Next Generation Science Standards. Every EA unit focuses on a different field of engineering and features 10-12 hours of activities with flexible scheduling options. EA units area available as FREE DOWNLOADS on the project website.
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TEAM MEMBERS: Cynthia Berger
resource research Professional Development, Conferences, and Networks
This paper provides an overview of the Audience Research Consortium of Toronto, comprised of the Art Gallery of Ontario, the Metropolitan Toronto Zoo, the Ontario Science Center and the Royal Ontario Museum. These groups have a shared vision of attracting a larger and more diverse audience-one that includes nontraditional and multicultural groups. This paper outlines how this group developed, acquired funding, hired a consulting group, and created a proposal and research plan. Preliminary findings are also briefly summarized.
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TEAM MEMBERS: Art Gallery of Ontario Royal Ontario Museum Ontario Science Centre Metropolitan Toronto Zoo Woods Gordon Management Consultants
resource research Exhibitions
In this paper, Alan J. Friedman, director of the New York Hall of Science, discusses the importance of evaluation, specifically formative evaluation, for measuring success at a museum and fulfilling mission statements. Friedman presents four real examples of exhibit projects, in which the directors or exhibit directors involved elected to expend funds for formative evaluation. Friedman goes on to discuss the benefits of this research and what surprising information staff came to know as a result.
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TEAM MEMBERS: Alan J. Friedman