Numeracy is not a luxury: numbers constantly factor into our daily lives. Yet adults in the United States have lower numeracy than adults in most other developed nations. While formal statistical training is effective, few adults receive it – and schools are a major contributor to the inequity we see among U.S. adults. That leaves news well-poised as a source of informal learning, given that news is a domain where adults regularly encounter quantitative content. Our transdisciplinary team of journalists and social scientists propose a research agenda for thinking about math and the news. We
Peg + Cat is a popular broadcast television series, developed by The Fred Rogers Company and airing on PBS, in which a girl named Peg and her sidekick, Cat, solve everyday problems using mathematics, creativity, persistence, and humor. Peg + Cat: Developing Preschoolers’ Early Math Skills was a three-year project, funded by the National Science Foundation, that aimed to impact children’s interest and engagement with mathematics, as well as their development of positive social-emotional skills. The project supported early math learning via the creation of additional Peg + Cat episodes, online
Peg + Cat is a popular broadcast television series, developed by The Fred Rogers Company and airing on PBS, in which a girl named Peg and her sidekick, Cat, solve everyday problems using mathematics, creativity, persistence, and humor. Peg + Cat: Developing Preschoolers’ Early Math Skills was a three-year project, funded by the National Science Foundation, that aimed to impact children’s interest and engagement with mathematics, as well as their development of positive social-emotional skills. The project supported early math learning via the creation of additional Peg + Cat episodes, online
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
How can creators of STEM learning media reach underserved parents and children, and support the kinds of playful STEM interactions that are foundational for future STEM learning?
This research report summarizes findings from a pilot study of Cyberchase: Mobile Adventures in STEM, a program that uses mobile text messaging and short videos to encourage hands-on family learning among low-income Latino families.
In the study, 95 mostly Latino families received weekly text messages with video clips from the popular children's series Cyberchase, and fun activities to do with their
Familiarity with statistical and data literacy is important in many areas of modern life, but there is little research on how adults continue to build mathematical literacy beyond formal schooling. Mass media science news stories contain much data, assuming that adults will understand the content.This 4-year project will first map the landscape of adult statistical literacy in the US, particularly as it relates to news consumption. The second phase will build on results from the first phase through a longitudinal study. In the third phase, the project will develop a range of experiments to manipulate mathematical explainers embedded in STEM news stories and test techniques with adult audiences, with the goal of identifying the attributes and affordances that best improve confidence and competence in the underlying math principles and their meaning to news stories. in addition to the research, project components include 12 broadcast video and social media pieces each year that will form the basis for testing with audiences, a one-day symposium for professional science journalists, and a written best practice guide that summarizes key findings and implications for practitioners.
Critical research questions are: How do mathematical competence and confidence differ among different segments of the adult population? How can STEM journalists improve adult mathematical competence and confidence through their reporting techniques? Phase 1 of the research will be a landscape review of mathematical content in the news including a baseline study of adult statistical literacy. Phase 2 will be a longitudinal study with news audiences recruited to participate in a panel study. Phase 3 will be iterative testing of the digital content based on the findings from Phases 1 and 2 and will use both focus groups and online testing. External evaluation will be conducted by TERC including an evaluation of the symposium for professional journalists.
The broader impacts of this project are twofold: the science videos created will be broadcast and made available free to a national audience including those in rural areas; and the training of science journalists has the potential for multiple, long term impact by increasing their ability to communicate statistics meaningfully to their readers/viewers.
This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. 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. This includes providing multiple pathways for 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. The project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for 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. The goal of this project is to make 21st century quantum science comprehensible and engaging to non-expert informal adult learners. This project has strong potential to add new knowledge about the public's perception and understanding of quantum physics. This scientific content is often difficult for informal audiences to grasp, and there are relatively few accessible learning resources for a non- professional audience. The development of this online, interactive resource with short animations, graphics, and simulations has strong potential to fill this gap. It will develop a visually driven online resource to engage non-expert audiences in understanding the basics of quantum physics. The web design will be modular, incorporating many multimedia elements and the structure will be flexible allowing for future expansion. All content would be freely available for educational use. There is potential for extensive reach and use of the resources by informal adult learners online as well as learners in museums, science centers, and schools. Project partners are the Joint Quantum Institute at the University of Maryland and the National Institute of Standards and Technology, College Park. An independent evaluation of the project will add new knowledge about informal learners' perceptions and/or knowledge about quantum science and technology. An initial needs assessment via focus groups with the general public will be designed to find out more about what they already know about quantum physics topics and terminology, as well as what they want to know and what formats they prefer (games, simulations, podcasts, etc.). In person user testing will be used with early versions of the project online resource using a structured think-aloud protocol. Later in year 1 and 2, online focus groups with the general public will be conducted to learn what they find engaging and what they learned from the content. Iterative feedback from participants during the formative stage will guide the development of the content and format of the online resources. The Summative Evaluation will gather data using a retrospective post-survey embedded with a pop-up link on the Atlas followed by interviews with a subset of online users. Google Analytics will be used to determine the breadth and depth of their online navigation, what resources they download, and what websites they visit afterward. A post-only survey of undergraduate and graduate students who participated in resource development will focus on changes in students' confidence around their science communication skills and level of quantum physics understanding.
WNET, working with Education Development Center, will lead a small scale Innovations in Development effort to develop, research, and evaluate a new model to engage underserved families in STEM learning. The new endeavor, Cyberchase: Mobile Adventures in STEM, will build on the proven impact of the public media mathematics series Cyberchase and the growing potential of mobile technology and texting to reach underserved parents. WNET will produce two new Cyberchase episodes for 6-9 year olds, focused on using math to learn about the environment. Drawing on these videos and an existing Cyberchase game, the team will produce a bilingual family engagement campaign that will combine an in-person workshop followed by a 6-8 week "text to parent" campaign, in which parents receive weekly text messages suggesting family STEM activities related to the media content. The engagement model will be piloted in three cities with large low-income/Latino populations, along with one texting campaign offered without the workshop. This project will build knowledge about how to deploy well-designed public media assets and text messaging to promote fun, effective STEM learning interactions in low-income families. While past research on educational STEM media has tended to focus on children, especially preschool age, this project will focus primarily on text messaging for parents, and on learners age 6-9, and the wider scope of parent/child STEM interactions possible at that age.
The primary goal of the project will be to develop, test and refine a family engagement model that includes a face-to-face workshop, rich narrative Cyberchase content, and text-message prompts for parents to engage in short, playful STEM activities with children. The project team will explore which features of the mobile text-and-media program have most value for low-income and Latino families and prompt STEM learning interactions, including a comparison of workshop-based and text-only variants. The project will have three phases: needs assessment and preliminary design; an early-stage test in New York and development and testing of media; and three late-stage tests in contrasting locations, two including workshops and one "text-only," and analysis of findings. Ultimately, the project will share knowledge with the field about the opportunities and challenges of using mobile texting and public media to reach underserved families effectively. This knowledge will also inform a future proposal for production and outcomes research, which, based on the study results, may include a scaled-up version in ten locations and a ten-city Randomized Control Test. This 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. This includes providing multiple pathways for 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.
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
With funding from the National Science Foundation, NOVA/WGBH Boston with the participation of 14 U.S. and 4 international science museums have produced an IMAX/OMNIMAX film titled, Special Effects. The 40-minute film shows the techniques and methods that special effects filmmakers use to create movie illusions. Multimedia Research implemented a summative evaluation with students focused on the following major outcomes: To what extent did the program appeal to student viewers? To what extent did the program achieve its intended viewing goals? Did the implementation of school-based activities
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Using a combination of Peg + Cat, an animated math-based PBS television series for preschoolers; professional development (PD); family engagement resources; and the existing infrastructure of a regional Head Start system, this project aims to increase participating educators’ and families’ comfort and engagement with mathematics.