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resource project Public Programs
In late 2012, Providence Children’s Museum began a major three-year research project in collaboration with The Causality and Mind Lab at Brown University, funded by a grant from the National Science Foundation (1223777). Researchers at Brown examined how children develop scientific thinking skills and understand their own learning processes. The Museum examined what caregivers and informal educators understand about learning through play in its exhibits and how to support children’s metacognition – the ability to notice and reflect on their own thinking – and adults’ awareness and appreciation of kids’ thinking and learning through play. Drawing from fields like developmental psychology, informal education and museum visitor studies, the Museum’s exhibits team looked for indicators of children’s learning through play and interviewed parents and caregivers about what they noticed children doing in the exhibits, asking them to reflect on their children’s thinking. Based on the findings, the research team developed and tested new tools and activities to encourage caregivers to notice and appreciate the learning that takes place through play.
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TEAM MEMBERS: Robin Meisner David Sobel Susan Letourneau Jessica Neuwirth Valerie Haggerty-Silva Chris Sancomb Camellia Sanford-Dolly Claire Quimby
resource project Exhibitions
This pathways project will study how audiences in public spaces, in this case those in a museum setting, relate to and make sense of large data displays. The project is preliminary to development of a traveling, hands-on exhibition enabling users to create and utilize representations of big data displays such as maps and charts. As the test case, the project will use science maps that provide an overview of science generally and specific areas of STEM, charting and exploring the history and future of science and technology. The data collection portion of the project will take place at the New York Hall of Science, the Marian Koshland Science Museum, COSI in Columbus, Ohio, and WonderLab Museum in Bloomington, Indiana. The project will create a foundation for the design of museum exhibits and educational programs that teach museum visitors how to explore, engage and make better sense of big data. The project is potentially transformative because big data is becoming ubiquitous and making sense out of large data displays is necessary in order to understand big data sets.
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TEAM MEMBERS: Katy Borner Joe E Heimlich Adam Maltese
resource project Media and Technology
This pathways project would refine and test a game based on the Kinect technology gaming tool to teach seismology concepts in an informal education setting and how they apply to phenomenon in other STEM fields. The game will be developed as a companion tool to the "Quake Catcher Network" a low-cost network of seismic sensors in schools, homes and offices world-wide and tie-ins with seismology programs such as the great California ShakeOut with a participant base of 8.6 million. The project design would select three new learning modules, chosen by a group of scientists and educators, to incorporate into the game and evaluate player experience and knowledge gain. The activities will be conducted at a partner test site, an aquarium, frequented by area youth 8 - 12 years old. The focus of the effort is to add to the knowledge of how gaming can be used effectively in informal learning environments The game places the player as a scientist, allowing the player to make decisions about seismic station deployment strategies following an earthquake, installing the sensors and monitoring incoming data. The game has levels of difficulty and players accrue points by acting swiftly and correctly. Learning goals for the project include making abstract math concepts understandable; involve participants in data collection and the process of scientific investigation, plus demonstrate how scientists and mathematicians use tools of their fields to address real-world issues.
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TEAM MEMBERS: Deborah Kilb
resource project Media and Technology
The University of Chicago's Yerkes Observatory, the National Radio Astronomy Observatory, the University of North Carolina, the Astronomical Society of the Pacific, and 4-H are collaborating to provide professional development to 180 4-H leaders and other informal science educators, and engage 1,400 middle school youth in using research-grade robotic telescopes and data analysis tools to explore the Universe. Youth participating in 4H-based out-of-school programs in Wisconsin, West Virginia and North Carolina are learning about the universe and preparing for STEM careers by conducting authentic astronomy research, completing astronomy-related hands-on modeling activities, interacting with astronomers and other professionals who are part of the Skynet Robotic Telescope Network, and interacting with other youth who part of the Skynet Junior Scholars virtual community. The project is innovative because it is providing a diverse community of 4-H youth (including sight- and hearing-challenged youth and those from underrepresented groups) with opportunities to use high-quality, remotely located, Internet-controlled telescopes to explore the heavens by surveying galaxies, tracking asteroids, monitoring variable stars, and learn about the nature and methods of science. Deliverables include (1) online access to optical and radio telescopes, data analysis tools, and professional astronomers, (2) an age-appropriate web-based interface for controlling remote telescopes, (3) inquiry-based standards-aligned instructional modules, (4) face-to-face and online professional development for 4-H leaders and informal science educators, (5) programming for youth in out-of-school clubs and clubs, (6) evaluation findings on the impacts of program activities on participants, and (7) research findings on how web-based interactions between youth and scientists can promote student interest in and preparedness for STEM careers. The evaluation plan is measuring the effectiveness of program activities in (1) increasing youths' knowledge, skills, interest, self-efficacy, and identity in science, including youth who are sight- and hearing-impaired, (2) increasing educators' competency in implementing inquiry-based instruction and their ability to interact with scientists, and (3) increasing the number of Skynet scientists who are involved in education and public outreach.
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TEAM MEMBERS: Richard Kron Suzanne Gurton Daniel Reichart Sue Ann Heatherly
resource project Media and Technology
The University of Southern California (USC) will build on prior work to test a robust model for assessing player content engagement and social interactions within an augmented reality game (ARG). In partnership with No Mimes Media, USC will use machine learning algorithms to make automated player inferences to customize game play. The content focus of the game will span a range of STEM disciplines, with a special emphasis on earth science content and scientific investigation & experimentation reasoning. High school youth from underserved communities in Los Angeles will be recruited to participate in the endeavor. This pathways project will use various "rabbit hole" techniques to attract freshmen and sophomore students from partner charter schools to the online game. The rabbit hole strategies may include cryptic posters, inquisitive signs, & SQR codes strategically placed in plain and open view of the target group. The game will be fully accessible to the target group online. During the ARG experience, youth players will encounter STEM concepts and scientific problems. Antagonistic characters will promulgate scientific misconceptions and nonscientific reasoning and challenge players to employ their scientific knowledge and skills to level-up, gain badges, and move through the game. As game play persists, machine learning algorithms will gather data on the players learning competencies and social interactions within the game. These data will be aggregated and analyzed to assess learning and interactions within the ARG environment. Additional analyses will be conducted by the mixed methods approach the external evaluation group, CRESST, will employ for the project formative and summative evaluations. Approximately 300 youth, within the target grade levels, are expected to participate in the gaming experience. However, given that access to the game and assessment tools will expand beyond the target group, the potential reach of the project could be much greater. Further, the stated aim of the project is not only to produce a scalable model for broad implementation but it also endeavors to provide puppetmasters with research and assessment tools to create more individualized experiences and improved learning outcomes for players within ARG environments.
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TEAM MEMBERS: Yu-Han Chang Jihie Kim Rajiv Maheswaran
resource project Media and Technology
Iridescent is a not-for-profit company that develops and implements informal science and engineering experiences for students by facilitating the translation of the work that scientists and engineers do in a way that makes that work accessible to families. The proposal expands the Iridescent outreach activities funded by the Office of Naval Research, to provide a blended combination of in-person and online support to the families of underrepresented populations. The project is producing twenty videos of scientists and engineers presenting their research that are closely aligned with one hundred scientific inquiry and engineering design-based experiments and lesson plans. These digital resources, collectively called the Curiosity Machine, provide opportunities for parents and children to engage in scientific inquiry and engineering design in multiple face-to-face and online environments, including mobile technologies. The evaluation findings from this project provide a model of how to engage STEM education practitioners, teachers and online communities, to substantively connect underserved communities, in both informal and more formal learning environments to develop experiences with engineering design and to improve students' perspectives about and motivations to prepare for STEM careers. The Curiosity Machine portal is designed to present scientists and engineers explaining the work that they do in a way that makes it accessible to parents and students. Iridescent is working at three sites across the country in South Los Angeles, the South Bronx in New York City, and San Francisco. Students and their families have multiple access points to the science and engineering videos and materials through after school activities, Family Science Nights and summer camps. The project is piloting the use of electronic badges, similar to those offered in the Boy and Girl Scouts as a mechanism to enhance the engagement and persistence of students in the online activities. The project is developing ways to evaluate student engagement and performance through the analysis of the products that students submit online in response to particular science and engineering challenges. Students can also gain extra credit at school for their participation in the Curiosity Machine activities. The materials that the Curiosity Machine activities and challenges use are those that are commonly available to families, and the project provides access to mobile technology to facilitate participation by families. Student access to out of school science and engineering experiences is limited by the resources in terms of time and availability science centers have available. This project develops the resources and tools to bridge the in-school and out of school activities for students through the use of videos and online participation in ways that expand the opportunity of students from underserved populations to continue to engage in substantive science and engineering experiences beyond what they might get during an intermittent visit to a science center. The research and evaluation that is part of this study provides information about how new forms of extrinsic motivation might be used to support student engagement and persistence in learning about science and engineering.
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TEAM MEMBERS: Tara Chklovski
resource evaluation Exhibitions
This summative evaluation study examines visitors' experiences of the "Plastics Unwrapped" exhibit at the Burke Museum of Natural History, Seattle, WA. The exhibit explores the complicated legacy of plastic, and the ways in which it has improved life, but not without serious impact on people and the environment. Within a framework of four evaluation questions, this study used multiple methods to assess what visitors do and where they spend their time in the exhibit, what knowledge they take away, and whether the exhibit impacts visitors' attitude toward plastic and their perception of the
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TEAM MEMBERS: Danielle Acheampong
resource project Professional Development, Conferences, and Networks
The Coalition for Science After School (CSAS) was established in 2004 in response to the growing need for more STEM (science, technology, engineering, and mathematics) learning opportunities in out-of-school time. CSAS sought to build this field by uniting STEM education goals with out-of-school time opportunities and a focus on youth development. Over a decade of work, CSAS Steering Committee members, staff and partners advocated for STEM in out-of-school-time settings, convened leaders, and created resources to support this work. CSAS leadership decided to conclude CSAS operations in 2014, as the STEM in out-of-school time movement had experienced tremendous growth of programming and attention to science-related out-of-school time opportunities on a national level. In its ten-year strategic plan, CSAS took as its vision the full integration of the STEM education and out-of-school time communities to ensure that quality out-of-school time STEM opportunities became prevalent and available to learners nationwide. Key CSAS activities included: (1) Setting and advancing a collective agenda by working with members to identify gaps in the field, organizing others to create solutions that meet the needs, identifying policy needs in the field and supporting advocates to advance them; (2) Developing and linking committed communities by providing opportunities for focused networking and learning through conferences, webinars, and other outreach activities; and (3) Identifying, collecting, capturing, and sharing information and available research and resources in the field. The leadership of the Coalition for Science After School is deeply grateful to the funders, partners, supporters, and constituents that worked together to advance STEM in out-of-school time during the last decade, and that make up today's rich and varied STEM in out-of-school time landscape. We have much to be proud of, but as a movement there is much more work to be done. As this work continues to expand and deepen, it is appropriate for the Coalition for Science After School to step down as the many other organizations that have emerged over the last decade take on leadership for the critical work that remains to be done. A timeline and summary of CSAS activities, products, and accomplishments is available for download on this page. All resources noted in the narrative are also available for download below.
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TEAM MEMBERS: Judy Nee Elizabeth Stage Dennis Bartels Lucy Friedman Jane Quinn Pam Garza Gabrielle Lyon Jodi Grant Frank Davis Kris Gutierrez Bernadette Chi Carol Tang Mike Radke Jason Freeman Bronwyn Bevan Leah Reisman Sarah Elovich Kalie Sacco
resource research Public Programs
In supporting education research from early childhood learning to doctoral work and beyond, EHR stimulates evidence-based innovation in teaching, instructional tools, curricula and programs. NSF-funded work in these areas has improved learning and achievement, developed more effective teaching models, and prepared a more globally competitive and diverse U.S. STEM workforce.
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TEAM MEMBERS: National Science Foundation
resource research Professional Development, Conferences, and Networks
The Conference on Public Participation in Scientific Research 2012 was held on 4 and 5 August in association with the Ecological Society of America’s 97th Annual Meeting in Portland, Oregon. The conference took important steps toward formalizing the field of public participation in scientific research (PPSR); facilitated communication, collaboration, and innovation, and identified points of strength and concern for the field. Additional information about and results from the conference can be found at citizenscience.org.
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TEAM MEMBERS: Seth Benz Abraham Miller-Rushing Meg Domroese Heidi Ballard Rick Bonney Tony DeFalco Sarah Newman Jennifer Shirk Allison Young
resource research Public Programs
Citizen science programs are increasingly popular for a variety of reasons, from public education to new opportunities for data collection. The literature published in scientific journals resulting from these projects represents a particular perspective on the process. These articles often conclude with recommendations for increasing “success”. This study compared these recommendations to those elicited during interviews with program coordinators for programs within the United States. From this comparison, success cannot be unilaterally defined and therefore recommendations vary by perspective
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TEAM MEMBERS: Amy Freitag Max Pfeffer
resource research Media and Technology
Science museums play a role in creating visitor experiences that relate to contemporary issues in science, and in linking audiences to the scientific enterprise and the community of scientists. In the Portal to the Public approach, science researchers are trained by museum educators with experience in inquiry-based learning, and are then given opportunities to translate their current research for museum audiences. Portal to the Public offers one solution to museums seeking to sustain a commitment to delivering experiences that reflect the dynamic pace of research, and the need to connect local
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