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resource project Media and Technology
This early-stage design and development, integrated media and research project will contribute important new understandings to the informal science learning literature by exploring science engagement on social media when integrated with broadcast television. It will help answer questions including: What does such engagement look like? Who participates? How and why does it happen? and What is the degree or depth of engagement? The project builds on the previous successful work by WGBH nationally distributing the television series NOVA scienceNOW and the research expertise of EDC. WGBH's NOVA scienceNOW program will collaborate with EDC to develop new metrics to understand how and why learners engage with science on social media. Deliverables will include six one-hour episodes of NOVA scienceNOW, short online videos, moderated online discussion events, and an online film festival. A new social Media Initiative will develop six live broadcast microblogging events, six post-broadcast online discussion events, daily social media updates, and an online film festival that will feature user generated videos. A range of STEM content in the videos and online posts will be framed around big science and engineering questions such as animal communication and survival systems, the biology of sleep, climate change, new technologies, energy, genetics, and natural disasters. The continued innovations and expansion of social media channels provides significant new opportunities for providing learner's access to high quality science content, researchers, and opportunities to participate in science. In the first phase of this work to deepen the evidence based understanding of how social media supports informal science engagement, NOVA and EDC will collaborate to develop new measurement instruments: (1) a Network Profile to quantitatively represent the size and activity of NOVA's social media network; (2) an Informal Science Engagement (ISE) index to measure the degree of engagement by coding and analyzing conversations and posts; (3) a Follower Profile to assess the degree of activity and the nature of the engagement; and (4) a Science Social Media Engagement survey instrument. They will then use these measures and data collection protocols to explore whether and how the initiative might influence science engagement. External expert reviewers with content and methodological expertise will review all aspects of the project at critical junctures. This project will contribute important new knowledge and research instruments and methods to better understand how the learning opportunities of social media channels can be realized most effectively. This has significant potential for broad and lasting benefits to society as well as advancing the informal science learning field.
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TEAM MEMBERS: Paula Apsell
resource project Media and Technology
For over two decades NSF has been investing in the development and evaluation of giant screen films for viewing by audiences in science centers and museums. These have been highly successful in terms of audiences reached and project evaluations that indicate their impact on learning. Less well understood is how the unique attributes of giant screen films (e.g., "immersion" and "presence") affect learners in ways that differ from other film formats. This integrated research and media project will contribute to that knowledge base. Project deliverables will include a giant screen film that tells the story of the discovery of biological mimicry (the critical proof for natural selection and in turn, evolution) through the life story of Henry Bates and his travels through the Amazon rainforest more than 150 years ago; 2D dome, and 2D flat format versions; live interactive science demonstrations and educational resources; and workshops for ISE professionals. The film and the related outreach via science centers, social media, and the web are expected to reach large public audiences; workshops and web resources will reach ISE professionals nationally. A strategy for reaching underrepresented audiences through science museums and partnerships with educational societies is a part of the broadening participation effort. Building on results of an NSF-funded workshop in which researchers, evaluators, and filmmakers began to develop a research agenda to provide evidence about giant screen attributes and their impacts on learning, the research component of this project will focus on the differences in learner knowledge among the various film formats, their unique attributes, and whether format plays a role in science interest and science identity. A baseline study will be conducted to begin gathering evidence on how each of these formats affects learning. Data on audience knowledge gains, interest, and science identity will be collected using a novel tablet-based game-like assessment pre-film viewing, immediately post viewing, and in a later follow-up. These baseline data will inform follow-on research that, over time, can better explain the unique impacts on learning of the giant screen format. Project partners include the Pacific Science Center, SK Films, Howard Hughes Medical Institute, Rutgers University, and Arizona State University.
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TEAM MEMBERS: Diane Carlson Mina Johnson-Glenberg Mary Nucci
resource project Media and Technology
The National Science Teachers Association (NSTA), the Association of Science-Technology Centers (ASTC) and their research/evaluation partner, David Heil and Associates (DHA), will conduct front-end research to develop, pilot, and evaluate (formatively and summatively) a peer-reviewed journal and associated multi-media resources designed to catalyze innovative advances and learning across formal and informal science, technology, engineering, and mathematics (STEM) education communities. The goal is to identify content that is useful and appeals to the intersection of three target audiences: informal educators, formal educators and researchers conducting research at the intersection of in-school and out-of-school learning. This informal science education (ISE) "journal" would be a multi-media resource, available in both print and electronic forms, that could include videos or digital interactives and provide the potential for audience/reader feedback mechanisms, including input via social media. The publication proposed in this project has the potential to satisfy in part a key need identified in a Wellcome Trust study, Analysing the UK Science Education Community: The contribution of informal providers. The study report identifies the need to build an international depository of what has been and is being learned in ISE experiences at the boundary of in-school and out-of-school STEM learning - including syntheses of research, program evaluations, policy reports and illustrative cases studies. The proposed journal will also provide a vehicle to encourage and develop incentives for practitioners to publish results of their work. The project will use surveys, phone interviews and focus groups to conduct: 1) a landscape assessment, identifying what resources are already available to target audiences, how they are used, and what is missing; 2) front-end research with target audiences prior to publication of pilot issues, assessing interests, needs, and expectations and testing early topics, delivery formats, and discussion vehicles; and (3) formative and summative evaluation, assessing how well the (two-issue) pilot and associated social media vehicles foster synergy and satisfy the needs of the identified target audiences.
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TEAM MEMBERS: National Science Teachers Association Kelly Riedinger David Evans Margaret Glass
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource project Public Programs
The C2C award addresses the lack of validated instruments to measure teamwork and collaboration in middle and high school students in out of school time (OST) settings by implementing a rigorous four-phase process to develop new assessments. Phase 1 focuses on defining the construct of teamwork and collaboration skills so it aligns with the research literature and is relevant to outcomes in a variety of STEM OST programs. Construct maps are developed during Phase 2 to guide item development. The instruments are piloted in Phase 3 through think-aloud interviews and survey administration with a diverse set of youth and programs. Through an iterative process, items are revised or removed based on their psychometric properties. The final phase is a national field test with a cross-section of STEM OST programs. C2C's intellectual merit is its potential to advance understanding of how to measure teamwork and collaboration skills in STEM OST programs. There is a national call for more measures to evaluate 21st century skills. C2C's creation of instruments to measure teamwork and collaboration skills in STEM OST programs helps to address this gap. The work of C2C addresses broader impacts and benefit society by creating tools to understand the role STEM OST programs play in readying our nation's youth for the STEM workforce. C2C will create instruments validated specifically for this diverse population, allowing programs to understand the role they play in important societal STEM workforce readiness outcomes. C2C also benefits the informal science education field by conceptualizing the construct of teamwork and collaboration within STEM OST programs and developing validated instruments to understand the impact of these programs on youth.
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TEAM MEMBERS: University of Minnesota-Twin Cities Amy Grack Nelson Frances Lawrenz
resource project Public Programs
The Exploring Engagement and Science Identity Through Participation is a research project that examines the outcomes of various citizen science models for Public Participation in Scientific Research (PPSR). The investigation specifically targets citizen science projects that focus on relationships between science learning and science identity. A mixed-method, meta-analysis approach will be employed. The two primary goals of the study are to better understand science learning and science identify within PPSR contexts and to develop a valid Participant Engagement Metric (PEM) for use within PPSR contexts. Data will be collected and analyzed from several PPSR projects and over 4,000 PPSR participants. The project will address several research questions: (1) What are the dimensions of PPSR engagement and how can we measure them across different project models? The research for this question will include approximately 50 interviews of participants in six primary projects representing a range of PPSR approaches to develop and validate a Participant Engagement Metric (PEM) that will be constructed from the frequency, duration and intensity of involvement in key activities. The project will use a constant comparative method of data analysis (processing of data as they are gathered in order to compare them with emerging categories. The development of the PEM will be one concrete outcome of the proposed research. (2) Within and among projects, what is the relationship between participant engagement and individual learning outcomes? The project will use validated measures of learning outcomes derived from Learning Science in Informal Environments (NRC, 2009) and developed for the DEVISE project described below. The six measures include: Behavior & Stewardship, Skills of Science Inquiry, Knowledge of the Nature of Science, Interest in Science & the Environment, Efficacy, and Motivation. The proposed research will look at how engagement affects learning outcomes, as assessed by these six measures (science interest, efficacy, etc.). The project will conduct participant surveys in the six participating citizen science projects in addition to several other PPSR projects to test the relationship of the PEM and other measures of activity involvement to the learning outcomes measured by the survey instruments developed and validated through a previous project. The data analysis will begin with univariate summary statistics that will provide an overview of the basic dataset. Inferential statistics including multiple regression analysis will be used to test the relationships among the independent variables (type of PPSR project, demographics), PEM as a mediator variable, and the dependent variables. (3) How does degree and quality of participation in scientific research develop and/or reinforce individual science identity? The project will conduct a 3-year longitudinal study using surveys, a series of in-depth interviews, and on-site observations of 36 participants from the six primary projects to understand the development of individual science identity within PPSR environments over time. Quantitative and qualitative data and findings will be "triangulated" to determine if convergent, inconsistent or complementary results can be identified. The project proposes a strong dissemination plan, using these approaches, to present research in journals, disseminate research briefs, host online forums, and launching various listserves and online forums at the citizenscience.org website.
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resource project Public Programs
Indianapolis / City as Living Laboratory (I/CaLL) is a city-wide civic collaboration engaging in cross-sector research that builds on prior research in informal science learning in public settings. It extends research in place-based and service learning traditions, and uses the city itself as an informal science learning (ISL) environment for Science and Engineering for Environmental Sustainability learning outcomes. This project is creating place-based science learning experiences as part of public spaces in Indianapolis and establishes the next generation of urban science museums that increase opportunities for learning. The project will develop a self-sustaining program for art/science collaborations as they inaugurate city-sanctioned changeable installations at I/CaLL sites. Data from the project will be used to inform ISL professionals at museums throughout the community and around the country. Thousands of volunteers and their families will help create I/CaLL spaces, engage with communities, and serve as research participants connecting with science learning through site development. The unprecedented scale of this project provides a full measure of informal science service learning at a city scale, offering data that can change how science learning is measured, how people from all walks of life develop science literacy as part of their social public experience, and embodying the concept of the city as a living science learning lab. Broader impacts include the development of the city as an informal science learning environment that will become a new standard for thinking about what cities as cultural units can become as we build a resilient Science and Engineering culture for Environmental Sustainability.
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TEAM MEMBERS: timothy carter Gabriel Filippelli Mary Miss John Fraser
resource project Public Programs
National Parks are full of interesting and unusual STEM features which often intrigue visitors whose questions are answered by park personnel. In addition to the natural features, there are often researchers in the parks gathering data and conducting experiments. Park personnel are not apprised of these studies yet are often questioned about them. This collaborative project's goals are to derive a mechanism to educate the park personnel so they can respond to the visitor's inquiries. Collaborators include the National Park Service (NPS), TERC, Winston-Salem State University, and the park personnel at Carlsbad Caverns National Park. The plan is to work through the park interpreters who are employees of NPS and often are the voice for explaining the park's natural features. For this project, the interpreters and researchers will collaborate on the explanations of the science and TERC will work with the interpreters on interacting or educating the public visitors on the research. This is a pilot study to determine how best to bridge the scientists and their research to the park visitors. Evaluation on all elements in this study will be done by Char Associates and the Institute for Mathematics and Science Education at New Mexico State University. The results of this study are to determine the issues in explaining the research to the park interpreters and thence to the park visitors. If successful, it is anticipated that a model will be developed in collaboration with the NPS for use in other National Parks.
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resource project Public Programs
Our goal is to demonstrate an educational model fully commensurate with the demands of the 21st Century workforce, and more specifically, with the emerging “green-tech” economy. We recognize a pressing need creating more sustainable solutions for the (human) built-environment and of stabilizing economic patterns that uphold sustainable systems. to prepare citizens for the challenges of The ASCEND model is designed to encourage these societal shifts, but at the same time, it is an attempt to put theory into practice - activating educational practices aligned with research on human development and cognition. For some time now strong recommendations for apprenticeship learning have emphasized the function of legitimate peripheral participation – the possibility of which becomes more prevalent in robust communities of practice. As compared to top-down approaches (typical of formal education settings) these "learning communities" are seen as being more closely aligned with our natural propensities for learning and cognition. ASCEND represents a design-experiment -an attempt to learn how we can create and sustain opportunities for apprenticeship learning in an interdisciplinary arena at the leading edge of technical innovation. In addition, the ASCEND model introduces and examines the efficacy of “digital storytelling” as an alternative to more traditional forms of apprenticeship learning and as a means to engage and advance this and future generations in STEM. A further goal is to develop innovative measures of assessment commensurate with this new model of apprenticeship learning. Finally ASCEND explore how informal learning organizations (museums, libraries, preserves etc.) can use digital storytelling to develop community-driven programs inclusive of at-risk youth and other hard to reach audiences.
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TEAM MEMBERS: Michael Isaacson Doris Ash Jeffrey Bury Irene Lusztig Tamara Ball
resource project Media and Technology
Living Liquid is a full-scale development project that will develop and research a new genre of science exhibit that engage visitors in inquiry with large scientific datasets through interactive visualizations. Building on findings from a prior pathways project, Living Liquid will develop three interactive visualizations on a multi-touch Viz Table with a tangible user interface. Each visualization will support visitors in the exploration of a dataset provided by the project’s science partners: 1) Plankton Patterns will show how the ocean is defined by regions of microscopic life using data from the MIT Darwin Project; 2) Ocean Tracks will reveal the “highways” large marine creatures travel with data from the TOPP project at Stanford University; and 3) Genetic Rhythms will follow the activity of marine creatures’ genes in response to environmental conditions based on data from the Center for Microbial Oceanography Research and Education (C-MORE). Through an iterative process of collaborative research and development among museum professionals, educational researchers, computer scientists, marine biologists, data artists and interaction designers, this project seeks to: (1) Advance public understanding of ocean ecosystems and large data inquiry skills through the development of a Viz Table. (2) Advance STEM professionals’ knowledge of how to engage the public in inquiry with visualizations through an educational research study. (3) Increase the capacity of STEM professionals (both ISE developers and research scientists) to develop visualizations through a collaborative development process that includes graduate student training and residencies.
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TEAM MEMBERS: Jennifer Frazier Joyce Ma Kwan-Liu Ma
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 Exhibitions
This three-year research project will study the impact of science center staff facilitation strategies in the area of mathematics learning in a museum exhibit environment. The three main deliverables are: (1) Iteratively developing and refining a theoretical model of how staff facilitation can deepen and extend family mathematical discourse at interactive exhibits; (2) Rigorously testing key components of this model, including the relationship between staff facilitation and the nature of family mathematical discourse; and (3) Providing evidence and research-based tools to support PD efforts for informal STEM educators. The project will leverage the success of the NSF-funded Access Algebra project (DRL-0714634) to advance the field's understanding of socially mediated, informal math learning and identify effective, evidence-based facilitation approaches. The project's research will build from theoretical notion of sociomathematical norms (Yackel & Cobb, 1996), which is currently based on classroom research. A key element of the project will be to determine whether and how, the norms can be applied to informal learning environments. The first phase of the project begins with a qualitative, design-based research (DBR) study to develop a theoretical model of staff-facilitated family math learning, including staff facilitation strategies that support family mathematical discourse and contextual factors that influence that discourse. In the second phase of the project, the team will use an experimental approach to rigorously test the staff facilitation model developed during Phase 1. This mixed-method design will allow the team to both study the complexities of informal math learning and rigorously test causal connections between staff facilitation and the level of family math discourse. Finally, the project staff will provide tools to support PD efforts for informal STEM educators across the country.
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