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resource project Media and Technology
Recent biomedical research has transformed scientific understanding of human biology. But many of these advances haven’t filtered into public awareness, hindering our ability to make good health-related decisions. A new educational program ‒ Biology of Human ‒ will help the public, particularly young people, better understand advances in biomedical research. This innovative, learning research-based science education program is strategically designed to increase awareness of and understanding about new biomedical research developments pertaining to human biology. Biology of Human will provide a sophisticated science education outreach package for students aged 11 to 15 and adults, including parents and educators. The project's goal is to leverage the latest biomedical information and innovations, a dynamic suite of educational and dissemination strategies, and research-driven approach grounded in sociology to broadly educate youth and adults about human biology. A team led by the University of Nebraska State Museum, the Department of Sociology at the University of Nebraska-Lincoln, and the NIH/NCRR-funded Nebraska Center for Virology (a Center of Biomedical Research Excellence) will work with science writers, kids, and educators to complete three specific aims: 1) stimulate interest in and understanding of biomedical research's importance to diverse individuals' health, communities, and environments; 2) establish partnerships among science educators, biomedical researchers, science journalists, and others to create dynamic educational resources focused on biomedical research developments and human biology; and 3) increase youths' interest in biomedical science. Biology of Human will provide adults and youth with several simultaneous, complementary options for learning about how biomedical research has helped us understand human biology including essays, books and blogs; entertaining and scientifically accurate mobile and tablet apps; activities and graphic stories; and a Web site that complements and supports the project's professional development programs. More than 175,000 youth and adults are expected to be directly impacted through this effort.
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TEAM MEMBERS: Judy Diamond Julia McQuillan
resource project Public Programs
The World Biotech Tour (WBT) is a multi-year initiative that will bring biotechnology to life at select science centers and museums worldwide. The program, supported by the Association of Science-Technology Centers (ASTC) and Biogen Foundation, is scheduled to run from 2015-2017, with the 2015 cohort in Belgium, Japan, and Portugal. The WBT will increase the impact and visibility of biotechnology among youth and the general public through hands-on and discussion-led learning opportunities. Applications are now open for the 2016 cohort! Learn more and submit an application at http://www.worldbiotechtour.org/become-a-stop
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TEAM MEMBERS: Association of Science-Technology Centers Carlin Hsueh
resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
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TEAM MEMBERS: Katie Davis
resource project Public Programs
As science centers and children's museums re-define their roles in a society that is increasingly linguistically diverse, many seek to engage more effectively with dual language learners. Dual language learners are young children who are still in the process of acquiring basic language skills in their first language while at the same time acquiring a second language. At present, museum professionals face the challenge of developing programs and practices in the absence of research on informal science education for this population. The Center of Science and Industry (COSI) and The Ohio State University (OSU) will collaborate to begin a systematic study of informal science education programs and practices for reaching and serving preschool dual language learners. The improvement of dual language learners' informal science learning experiences is an increasingly important part of efforts to achieve equity and diversity in participation in science. Such efforts are particularly important as this population grows in number and as the significance of early science learning experiences for later achievement becomes better understood. This project will begin to address the lack of research through three interconnected activities: (1) a national needs assessment of children's museums and science museums, (2) an in-person convening and quarterly virtual meet-ups with teams from eight partner museums, and (3) an exploratory study of COSI's programs and practices to support the access, participation, and learning of preschool dual language learners and their parents/caregivers. The project will yield important insights into current practices and priorities with respect to effective museum engagement with dual language learners, their families, and the early childhood professionals who serve them. The project will (1) produce a comprehensive report on the current state of the field related to providing informal science experiences for preschool dual language learners; (2) identify gaps in existing research and practice, as well as promising foci for future study and improvement and expansion of museum practice; and (3) create a full-scale Research in Service to Practice proposal and a national network of museums to implement the proposal. The overarching goal of the project is to advance the knowledge and awareness of needs and practices related to informal science programming for preschool children who are learning English as an additional language. The national needs assessment will be conducted by means of an online questionnaire sent to museums identified via public association lists, and questions will focus on institutional practices in relation to school readiness and the needs of preschool dual language learners and perceived gaps in services. In the convening and virtual meet-ups, the project team, local community partners, project advisers, museum association leaders, and museum partners selected for their innovative work with linguistically diverse populations will discuss partners' programs, practices and frameworks; emergent project findings; and directions for further study. The exploratory study of COSI programs and practices will entail participant observation, document analysis, and interviews and focus group conversations with stakeholders, including parents, early childhood educators, COSI team members, community organization leaders. The 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. Its funding includes 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. An AISL Pathways grant, such as this one, allows practitioners and researchers to undertake exploratory development work that has the potential to produce evidence, findings, and/or deliverables that will form the basis of anticipated further innovative, or potentially transformative, research and development work.
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resource project Media and Technology
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston
resource project Public Programs
The Boys and Girls Club Afterschool Outreach Program, designed by UC Irvine Science Educators in conjunction with Chemistry at the Space-Time Limit faculty, aimed to increase elementary students' interest, enthusiasm, and learning outcomes in STEM fields through the development of hands-on physical science science lessons. External evaluation results showed the program was successful in altering students' perceptions of scientists and supported their internalization of science as a potential career choice. Now in its third year, the program continues includes support from undergraduate student, graduate student, and faculty volunteerism.
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TEAM MEMBERS: Lauren Shea
resource project Public Programs
LIGO's Science Education Center is in charge of Education and Public Outreach Component for the LIGO Livingston Observatory. The three prime efforts are: (1) Professional development for teachers utilizing lab facilities and cross-institute collaborations. (2) Outreach to students K-16 (targeting 5- 9th grade), with on-site field trips to the LIGO Lab and Science Education Center, as well as off-site visits & presentations. (3) Outreach to the general public and community groups with on-site tours and Science Education Center Experience, as well as off=site visits and presentations. LIGO's Science Education Center is located at the LIGO Observatory, and has an auditorium, a classroom and a 5000 square foot exhibit hall with interactive exhibits at its disposal to complete its mission. In addition LIGO-SEC staff serve to help press and documentary film makers complete their missions in telling the "LIGO story" and encouraging budding scientists.
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TEAM MEMBERS: William Katzman
resource project Public Programs
The integration of research with education and outreach is an essential aspect of our Center's mission. In order to assure the most effective use of our expertise and resources, we have developed a multi-faceted approach with activities that focus on coherent themes that address our three primary audiences: research community, our neighborhood, and the general public. These activities include research internships, enrichment programs for students & teachers, and informal science opportunities.
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TEAM MEMBERS: Eileen Sheu
resource project Media and Technology
The IRIS Education and Public Outreach program draws upon the seismological expertise of Consortium members and combines it with the staff expertise to create products and activities that advance awareness and understanding of seismology and geophysics while inspiring careers in Earth science. These products and activities are designed to impact 6th grade students to adults in diverse settings: self-directed exploration over the Web, interactive museum exhibits, major public lectures, and in-depth exploration of the Earth’s interior in formal classrooms. Each year, a select group of undergraduates spends the summer conducting research under the expert guidance of Consortium members and affiliates. Other highlights include the widely distributed Teachable Moment slide sets for use in college and school classrooms within a day of major earthquakes, new animations and videos, new content for the Active Earth Monitor, and expanded use of social media.
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TEAM MEMBERS: Joe Taber
resource project Public Programs
The Education and Outreach (EO) program is an essential part of the CRISP MRSEC located at Yale and SCSU. CRISP offers activities that promote the interdisciplinary and innovative aspects of materials science to a diverse group of participants. The objective of the program is to enhance the education of future scientists, science teachers, K-12 students, parents, and the general public. CRISP’s primary informal science activities include public lectures, family science nights, New Haven Science Fair and museum partnerships.
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TEAM MEMBERS: Yale University Connecticut State University Christine Broadbridge
resource project Exhibitions
In May 2012, the Penn Museum will present the traveling exhibition, Lords of Time, the Maya and 2012 – an innovative exploration of the ancient and modern Maya and their conceptions of time. The exhibition will include over 75 archaeological artifacts and groups, stone sculpture, historical materials, modern reproductions, digital media components, and interactive displays to actively engage visitors in the discovery of an ancient culture, as well as its legacy to the modern world. Themes of the exhibition will span the fields of astronomy, history, archaeology, anthropology, and comparative culture studies. The exhibition is a formal collaboration between the Penn Museum, the Honduran government’s Instituto Hondureño de Antropología e Historia (IHAH), and Harvard University’s Peabody Museum of Archaeology and Ethnology (Peabody). After its debut at the Penn Museum, the core of the exhibition will travel to other US venues through 2014.
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TEAM MEMBERS: Julian Siggers Loa Traxler
resource project Media and Technology
This Cyberlearning Integration and Deployment (INDP) project brings together an interdisciplinary research team from the MIT Media Lab, the Digital Media and Learning Hub at University of California Irvine, and Harvard University's Berkman Center for Internet and Society to explore development and use of new types of online tools, activities, and gatherings to engage more young people in developing computational fluency, particularly youth from groups currently underrepresented in computing. The project builds on the success of the NSF-funded Scratch programming language and online community (http://scratch.mit.edu), where more than 1.5 million young people have created interactive stories, games, animations, and simulations based on their interests. The Coding for All project aims to provide new pathways into Scratch for youth from populations that are not currently drawn in easily to technological and scientific discourse and activities. The PIs are designing and refining a variety of interest-based microworlds -- introductory programming environments that are customized to particular interests of youngsters in those populations -- to provide easier and more inviting entry points for getting started with coding, and they aim to develop guidelines for designing microworlds that are simple enough not to be overwhelming, engaging enough to draw youngsters in, rich enough to allow creative expression, and tuned well enough to the interests and prior knowledge of new participants to foster curiosity and learning. In addition, the team is exploring how to use personnel in libraries and other spaces where low-income youth congregate to support initial introduction to and engagement with these microworlds and developing and refining tools to support interest-based on-line hangouts and unconferences, where young people who become engaged through these microworlds can meet peers and mentors to share ideas, form collaborations, and increase their programming and expressive capabilities. The PIs are collecting much data about the engagement and participation of youngsters, the development of their skills and understanding, and the development of their interests, and their analysis will contribute to deeper understanding of needed supports, pathways, and outcomes related to computational fluency. This project addresses the need to draw in and promote learning among those in populations not served well by current educational practices and important national priorities in workforce development, equity, and the need for a technologically fluent public. The project's tools and activities will provide alternative pathways into coding, increasing opportunities for young people in non-dominant communities to develop computational fluency. The focus on public libraries explores how to use public educational institutions most geared towards serving the technology needs and diverse interests of non-dominant communities in taking advantage of new online learning opportunities. The findings from this research will inform researchers and practitioners concerned with STEM-related learning, online educational resources, equity in education, and cyberlaw.
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TEAM MEMBERS: Mizuko Ito Mitchel Resnick Natalie Rusk Urs Gasser