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resource project Media and Technology
The Nexus of Energy, Water, and Climate: From Understanding to Action (Café +) project will develop and test two interactive board game concepts focused on energy, water, and climate with youth and adults from four highly diverse communities in New Mexico. The four primary goals of the project are to: (a) develop, play test, and implement two board, card, or other non-electronic games grounded in energy, water, and climate content at four project sites, (b) identify the key characteristics of the games that maximize problem solving while stimulating interest, engagement, and learning, (c) explore the implications of game playing on dialog, learning, and Café+ satisfaction for youth and adult participants, and (d) evaluate the viability of this model for full scale implementation throughout the existing Café Scientifique program, from which this project is based. Los Alamos National Laboratory, Sandia National Laboratory, PNM Resources, Scott Balaban Games Design, the Los Alamos County Utilities Department, and a host of advisors and consultants from a broad range of organizations and institutions will collaborate to develop, test, and implement the Café+ games model. The primary deliverables include: (a) two non-electronic multiage commercial quality games focused on energy, water, and climate content, (b) a comprehensive pilot study examining the impact, effectiveness, and viability of the Café+ model with the target audiences, and (c) formative and summative evaluations of the games implementation model. A significant outcome of Café+ is that New Mexico youth and adults, from diverse backgrounds, will learn relevant science content through the development and testing of engaging, innovative commercial quality games. Over 250 youth and adults will benefit directly from their participation in the pilot study. They will not only learn important science content while working collaboratively in groups (youth only and youth/adult groups), but they will also participate in an authentic scientific process experience as playtesters. In this role, youth and adults will experience critical science concepts such as trial and error and refinement. Further, the games will be made publicly available and implemented across the entire Café Scientifique program (n=960 youth). The evaluation study will employ a mixed methods approach to examine project implementation, effectiveness, and impacts. Focus groups, observations, and surveys will be employed to assess a number of variables such as (but not limited to): content knowledge and learning, interest, engagement, game features, game play processes, gaming obstacles and challenges, participant interactions, and motivation. Embedded assessment opportunities will also examine participants\' decision making abilities, analytical skills, and ability to transfer knowledge gained to real world situations as they navigate through the games. Data collected at the youth-only pilot test sites will be used in a comparative analysis of similar variables tracked at the youth and adult sites. Formative approaches will provide iterative, ongoing opportunities for programmatic and game refinement and adjustments. The formative and summative evaluations will endeavor to document critical data and findings needed to assess the viability of Café+ as a full scale development project, with additional games and project sites across the country. The Café+ project would add to the limited literature base on learning and science engagement of youth within Science Café settings in the 21st century. More critically, this pilot study could contribute to the dearth of current research on the impact of non-electronic game play can have on youth only groups and youth/adult groups working collaboratively to make important scientific decisions within Science Café settings. This comparative data could prove significant for other program models interested in implementing similar youth and adult game based program. Further, the relevance of the content could potentially spark youths' interest not only in pursuing courses and careers in STEM, but it could also motivate youth and adult participants to become more involved in civic engagement activities occurring within and beyond their local communities.
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TEAM MEMBERS: Michael Mayhew
resource project Media and Technology
The DISCUSS (NSF-ISE 0946691) project enabled the White Oak Institute to address a key problem facing the science museum field – the need for open-access specifications for digital technologies that can transform the capacities of museum giant screen (GS) theaters from analog to digital, as analog film becomes obsolete. DIGSS (the “Digital Immersive Giant Screen Specifications”) is an open-access, field-based set of specifications, modeled on the Digital Cinema Initiative (DCI) that converted commercial cinema from film to digital. DIGSS addresses the superior image, theater geometry and size needed for museum-quality immersive learning. Until DIGSS, there were no digital specs to address museums’ unique need for a truly immersive learning experience. As of April, 2012, DIGSS was officially transferred to the Giant Screen Cinema Association (GSCA), whose Technical Committee took over its stewardship. At least one system supplier now offers 3D and 2D giant screen digital projection systems designed specifically for DIGSS. The Peoria Riverfront Museum (opened October, 2012) included the first new DIGSS-compliant digital GS Theater (3D flat, 70’ x 52’ screen). The DISCUSS Colloquium (June 14-16, 2010, Marblehead, MA) convened experts in digital technologies, theater geometry, network economics, learning evaluation and museum leadership to develop initial consensus, resulting in the first draft of DIGSS (DIGSS 1.0). The specifications were then refined by professional comment on the DISCUSS wiki. The White Oak Institute partnered with key professional associations (GSCA, ASTC, IPS and IMERSA) to communicate DIGSS to their professional members, inviting field-wide input and review. DISCUSS collateral outcomes include: a bibliography of articles and publications related to giant screen theaters and films; a literature review of GS learning outcomes; a snapshot of the global GS theater network as of May 2010; an economic survey reporting on attendance, revenues, expenses and more; several scenarios calculating the network size needed to support the desired number of annual films; and a logic rationale that can serve as a research framework. These and other outcomes are integrated into the DISCUSS Proceedings, available with DIGSS 1.0 at http://www.whiteoakassoc.com/white-oak-institute.html.
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TEAM MEMBERS: John Jacobsen Beatrice Stahl
resource project Public Programs
The Institute for Learning Innovation, in collaboration with Mary Miss Studio and the Institute for Urban Design, is conducting an exploratory research and development project on sustainable practices related to the built infrastructure of New York City. The work will (1) pilot test and study new interpretive strategies for urban "place-based" public learning experiences that focus pedestrians' attention on a city's ecology and existing built sustainability infrastructure; (2) engage urban design professionals and STEM researchers to explore how these new strategies have the potential to transform how urban design fields inform, dialog and interact with the public about sustainable urban design and planning; and (3) assess the effectiveness of these public interpretation programs on STEM learning beyond traditional Informal Science Learning Environments (ISEs) such as science museums. Project participants also include faculty from the City College of NY Graduate Program in Urban Design, STEM faculty from Columbia University, and staff of the Provisions Library in Washington, D.C. The project is an early phase of the "City as Living Laboratory" initiative that can leverage the Rockefeller Foundation-funded Urban Design Week program in New York City scheduled to occur September 15 - 20, 2011. This request to NSF adds an additional track to the process to specifically focus on STEM learning and urban sustainability. From the promotional materials: "The Institute for Urban Design is currently preparing for the first annual Urban Design Week, a public festival created to engage New Yorkers in the fascinating and complex issues of the public realm and celebrate the city's exceptional urbanity. Through a rich roster of charettes, summits, installations, film screenings, exhibitions, and tours, Urban Design Week will draw in citizens from every borough and walk of life and highlight the idea that cities are made by collective effort, and that each of us can be a part of that great endeavor." The project goal is to generate new models for public engagement with science in the city environment and to explore how urban designers and planners, as they design for sustainability, can more effectively collaborate with STEM researchers and with the public. The project has both research and programmatic deliverables. Research activities include: Public Audiences: observational study of pedestrians in the installation environment; intercept surveys of the public about their experiences with the streetscape installations. Professional Audiences: pre-installation surveys on the role of public space science interpretation for altering public discourse about urban planning and sustainable cities; focus group assessment of professionals\' experiences with observing public interactions with the installations; online delayed- post experience survey on learning outcomes in terms of knowledge, attitude, motivation and anticipated impacts on professional practices; analysis of blog postings and public media surrounding the installation; survey of attendees at an ISE forum on the project, its goals, outcomes and potential for future developments. Programmatic deliverables include: a workshop that engages urban design students in the development of experimental streetscape installations; a pilot installation on streets in the City College of NY (consistent with approvals already received by NYC Dept. of Transportation); a City as Living Laboratory art-science workshop for Urban Design Week professionals to highlight possible benefits of inter-disciplinary collaboration; a panel discussion around new forms of citizen engagement through a "city as a science learning environment"; a forum specifically for ISE professionals to explore the research findings and potential for use as a strategy to increase science learning in city places.
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TEAM MEMBERS: John Fraser William Solecki Jessica Luke Mary Miss
resource project Exhibitions
The investigators plan to design, develop and test a series of exhibit prototypes that build visitors' capacity to engage in discussions of socio-scientific issues, particularly those related to the numerous human-biology and health-related socio-scientific issues present in their lives today. The purpose of this small-scale project will be to explore the feasibility of designing un-facilitated museum exhibit experiences that engage museum visitors in activities where they recognize the components of socio-scientific arguments, evaluate them, and pose arguments of their own. The exhibit will use techniques of interactive exhibits usually applied in science museums to explore objects, phenomena, or scientific and engineering processes but the subject of this exhibit is about words and talk rather than things and physical phenomena. It is intended to give visitors practice in science thinking skills that citizens can use in listening critically, assessing arguments, and framing arguments of their own. This project will support the design, development, and testing of six unfacilitated activities that engage visitors in deconstructing, evaluating, and developing arguments related to socio-scientific issues. The investigators will develop prototypes so that labels, content, and physical design can be changed during the course of formative testing. The prototypes will be developed by members of the Museum of Science Education and Strategic Projects Departments. This project is intended to gather evidence through evaluation about whether an unstaffed exhibit can be designed to increase visitors\' capacity to engage in discussions of socio-scientific issues and health-related socio-scientific issues. The Museum of Science Research and Evaluation Department will conduct the formative evaluation of these prototypes. It will provide new evidence about the ability of museum exhibits to increase the scientific thinking skills of visitors.
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TEAM MEMBERS: Larry Bell Christine Reich Lucy Kirshner Caroline Angel Burke
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth
resource project Media and Technology
Situated within the framework of their NSF funded sociolinguistic research, partnering institutions, Gallaudet University and the University of California-Davis, will develop and broadly disseminate a 2-hour DVD that builds knowledge and fosters community awareness, among informal and formal audiences, about the scientific structure and history of American Sign Language (ASL), with an emphasis on Black American Sign Language. Through this Communicating Research to Public Audiences (CRPA) grant, the DVD and its existing companion guidebook will: (a) link ASL to current empirical research; (b) describe the complexities of the science of language development (written and spoken); (c) detail the evolution of Black American Sign Language; (d) provide strong evidence that sociolinguistic variations and dialects are not unique to spoken languages; and (e) foster related discussions in formal and informal settings. The project will involve ASL interpreters and hearing, hearing impaired and deaf local community members, students, and teachers; ranging in age (adolescents to seniors), geographic location within the United States, and socio-economic and ethnic backgrounds. Informal settings such as local community, resource and cultural centers will participate in project dissemination efforts and activities. Formal settings such as postsecondary linguistics courses, deaf studies courses, interpreter training courses, and professional workshops will also serve as secondary venues for project dissemination activities. The research design, videotaped data clips and findings from the seminal sociolinguistic research involving data from 22 study groups at six different sites will be encapsulated and made accessible via the primary deliverable, a 2 hour DVD. Designed for various audiences, the DVD will present the socio-historical significance of the research, data collection and methods employed, and data clips of participants narrating their life experiences. Phonological variables, syntactic & discourse variables, contact phenomena, and lexical variations will also be discussed and illustrated in the DVD. Targeted public and professional audiences will be recruited to receive the DVD, the companion guide book, and other project resources. Project deliverables include a 2 hour DVD, training materials, workshops, and web site enhancements. Through active dissemination efforts, the project intends to reach approximately 29,000 people. The project should: (a) increase knowledge and awareness about the scientific structure and history of ASL, and (b) provide greater access to content- including STEM content-through a broader understanding of geographical and social factors that influence non-spoken language variations, particularly Black ASL. A mixed methods evaluation study will be employed to monitor all aspects of the DVD and training materials development, refinement, and implementation. Focus groups will be conducted and questionnaires will be distributed to collect data and determine the extent to which the project has effectively met its primary goal to share and disseminate its research findings more broadly to public audiences, with a special emphasis on informal audiences and organizations. The project will address a need in the field for research about the scientific structure, history, and socio-cultural factors influencing variations in non-spoken languages, particularly in Black ASL. Broad dissemination of this research could raise public awareness about ASL variations thereby, providing interpreters and a sizable portion of the deaf and hearing communities with valuable insights on ASL that could improve content accessibility among deaf and hearing impaired individuals. The project also highlights an important, overlooked component of American history. In addition, this project would further the ISE program's efforts to diversify its portfolio with respect to content (science of language; linguistics) and target populations (deaf, African-American). The original NSF funded scientific research project and the proposed dissemination efforts, also support ISE's commitment to fund projects with an aim to communicate NSF funded research to informal audiences and within informal settings. With an anticipated reach of 29,000 people, the project?s website, local community events, and linkages with ISE organizations such as The Department of African American Studies Afro-American Studies Resource Center at Howard University in Washington, DC; The Stiles African American Heritage Center in Denver; and The Schomburg Center for Research in Black Culture in Harlem, NY and professional organizations such as the Gallaudet University Press and the National Association of Black Deaf Advocates (NBDA); will provide multiple opportunities for public engagement in the research and cross-disciplinary, cultural discussions about this work within the context of informal and formal education.
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TEAM MEMBERS: Ceil Lucas Carolyn McCaskill
resource project Media and Technology
This multimedia project tells the human story of the long, continuing quest to identify, understand, and organize the basic building blocks of matter leading to the Periodic Table of Elements. Project deliverables include a two hour PBS documentary; a website on the Periodic Table and discovery of the elements; a Teacher\'s Guide; and an Outreach Plan led by the St. Louis Science Center and nine other science centers. The target audiences are adults with an interest in science, inner-city youth, and high school chemistry teachers and their students. Partners include Moreno/Lyons Productions, the American Chemical Society (ACS), the Chemical Heritage Foundation; the St. Louis Science Center; and Oregon Public Broadcasting. The national broadcast and outreach activities are intended to complement the International Year of Chemistry (IYC) 2011, furthering the opportunity to enhance the public understanding of chemistry. The goal of the project is to reveal science as an intensely human process of discovery through stories of some of the greatest scientists. The two-hour PBS special will tell a "detective story" of chemistry, stretching from the ancient alchemists to today's efforts to find stable new forms of matter. Among key characters will be Joseph Priestley, Antoine Lavoisier, Humphry Davy, Dmitrii Mendeleev, Marie Curie, Harry Moseley, and Glenn Seaborg. The program will show both their discoveries and the creative process, using reenactments shot with working replicas of their original lab equipment. Interwoven with history will be segments on modern chemical research and the real-world consequences of the discoveries. A two-part Outreach Plan is aimed at engaging inner-city youths through a network of ten science centers led by the St. Louis Science Center and at reaching a broader audience through events, activities, and publications offered by ACS during National Chemistry Week and IYC 2011. The television program is projected to reach three million viewers during its multiple broadcasts over premiere week, increasing to five million or more with subsequent repeat broadcasts and DVD distribution. It is estimated that 6,500 underrepresented urban teens will participate in the hands-on activities in the ten science centers during IYC 2011. The website is intended to become a resource extending the reach and impact of the project for a decade or more. The summative evaluation will assess the extent to which the project accomplishes the goals of enhancing public understanding of chemistry, affecting public attitudes toward chemistry and chemists, and improving the understanding of the nature of science. Three studies will be conducted. The first will be an in-depth evaluation of the program and Web site with a sample of 150 adult PBS viewers using a two-group post-test randomized study design. The second study will evaluate the outreach effort with diverse audiences at the local level prior to and during National Chemistry Week using on site observations, surveys, and interviews to capture participant feedback at local events. The third study will evaluate high school educators' use of the Teacher's Edition & Guide.
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TEAM MEMBERS: Kathryn Dietz Bonnie Waltch Stephen Lyons Judy Kass Barbara Flagg
resource project Professional Development, Conferences, and Networks
Many museums currently produce bilingual exhibits, but very little research exists to inform practice. The Bilingual Exhibits Research Initiative (BERI), funded by the Advancing Informal STEM Learning (AISL) program at the National Science Foundation, addressed this critical knowledge gap. This exploratory research project investigated 1) current professional approaches to producing bilingual exhibits and 2) how bilingual exhibits provide opportunities for Spanish-speaking Latinos to engage in informal science learning. BERI's research with museum and science center staff documents current professional knowledge, concerns, opportunities, and constraints involved in the creation of bilingual exhibits. BERI's research with visitors explores how content and design affords and constrains visitors' engagement in museums and science centers. This work will inform professionals about the relevant factors and potential consequences of their decisions related to bilingual exhibits.
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resource project Professional Development, Conferences, and Networks
The Museum of Science, Boston, (MOS) is conducting a multi-phase project that builds on the groundwork laid by the 2009 report of the NSF/ISE-funded Center for Advancement of Informal Science Education (CAISE) Inquiry Group on the "public engagement with science" model (PES) in informal science education. In comparison to the Public Understanding of Science model (PUOS), where the emphasis is on a one-way transmission or translation of knowledge from experts to the public (often via the mediation of professionals in informal science education), the PES model calls for activities, events, or interactions that are characterized by mutual learning among people of varied backgrounds, scientific expertise, and life experiences, where perspectives, ideas, knowledge and values are articulated and discussed. The two-year project will explore the possibility of new large-scale collaborative public engagement activities, find topics and approaches that are of broad interest with the ISE community, identify potential partners and advisors, and develop future project plans and proposals. In its multi-phase process, MOS will first collect, analyze and publish case-study information about current PES activities using a "dimensions of PES" analytical tool to identify clusters of PES and PUOS activities across a broad spectrum of projects. After the data collection and analysis stage, a workshop of national and international professionals will be convened to explore the implications and identify future directions for the field. The project will produce and disseminate three reports: A summary of findings from the case study phase; a report of the findings of the workshop; and a summary of findings of the evaluation of the project and the impact on project participants.
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resource project Media and Technology
MIT Education Arcade, in partnership with the Smithsonian Institution, designed and developed Vanished, an eight-week environmental science game as a new genre called the curated game, a hybrid of museum-going, social networking, and online gaming. Middle school aged participants engaged in Earth systems science to study a range of environmental issues associated with mass extinction. Though the game was structured around a fictional scenario--communication with visitors from the future--it posited a future affected by current environmental issues and conditions, and encouraged participants to apply systems thinking as a means to understand how these current conditions led to environmental disruptions. As part of the game play participants studied, applied, and integrated knowledge and skills from multiple sources, including Earth science, ecology, astronomy, and archaeology, and forensic anthropology. An Advisory Board and contributing scientists were be involved. The project team is currently analyzing data collected from the game to test the hypothesis that the game play would allow youth, ages 11-14, to increase their understanding of the scientific process and increase their motivation to learn more science. This summative evaluation is being conducted by TERC Inc. A Curated Game Handbook will be produced to disseminate project results as a model for new applications of game-based learning. Open source software created as part of the game has been made available, and should enable future developers in informal science education to build directly upon these foundational efforts.
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TEAM MEMBERS: Eric Klopfer Conrad Labandeira Scot Osterweil Stephanie Norby
resource project Media and Technology
The Cornell Lab of Ornithology, the Institute for Learning Innovation, and several environmental organizations are merging existing bird-focused citizen science programs with gardening and online social networking activities to provide older adult learners (age 35 and up) with opportunities to investigate the environmental impacts of implementing landscaping and carbon-reducing practices in their backyards, community gardens, and parks. The YardMap Network project is developing learning resources that will help gardeners, birders, and novices learn bird-habitat improving and carbon-reducing living practices by joining a nationwide ecological social network composed of more than 100,000 people. The goal of the project is to create online learning communities that move people from basic and intermediate levels ecological understanding to advanced levels of understanding by providing experiences whereby YardMappers learn about, design, evaluate, share, and invent conservation practices in their backyards and other green spaces. While developing the network, the project will gather data to test the hypothesis that coupling citizen science activities with social networking technologies to create online learning communities improves participants\' understanding of project-relevant science, technology, engineering, and mathematics. The project will track learning outcomes using standard evaluation techniques and by following individuals\' routes of entry, network interactions, mapped garden practices, carbon-neutral behaviors, and their bird monitoring activities. YardMappers will divide naturally into treatment groups, creating a quasi-experimental design to test the importance of social networking for basic, intermediate, and advanced learning outcomes.
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TEAM MEMBERS: Janis Dickinson Y. Connie Yuan Marianne Krasny Nancy Trautmann Nancy Wells
resource project Media and Technology
WGBH is producing the fifth and sixth seasons of NOVA scienceNOW, a multimedia project that addresses a wide array of science, technology, engineering, and mathematics subjects via multiple platforms. They include national PBS broadcast, the PBS web site, and innovative outreach activities such as an expanded Science Café initiative. Hosted by astrophysicist Dr. Neil deGrasse Tyson, Season Five will air in 2010; Season Six in 2011. The focus is "stories of transformative research," e.g., nanotechnology, stem cells, quantum computing, as well as clean energy, and climate change. Project goals are to "produce a lasting impact on Americans' appreciation for and understanding of current scientific research," and to encourage an interest in STEM careers among younger viewers. Building upon solid prior work, the proposed project is finding new ways to interweave the television show, web materials, and Science Cafés to provide multiple entry points and pathways for the audience. For example, they will produce 32 web-only scientist profiles supported by a blog and social media tools, and then train these scientists as presenters for the Science Cafés. NOVA is planning a new strategy to maximize carriage and increase audience for the six new programs per year; the programs will run consecutively in the NOVA Wednesday evening primetime slot during the summer. During Season Three, over 2.7 million television viewers per week tuned in NOVA scienceNow, with 62,000 unique visitors to the web site per month and 75 active Science Cafés across the country. The expanded Science Café initiative is designed to become self-sustaining beyond the grant period through new partnerships with groups such as the Astronomical Society of the Pacific, the American Chemical Society, and the Coalition for the Public Understanding of Science. The project will also collaborate with the Association of Science-Technology Centers and science centers around the country to host Science Cafés featuring scientists profiled on the web. Goodman Research Group will assess the reach and effectiveness of Seasons Five and Six. The focal/primary evaluation activity is a viewing and engagement study on the influence of viewing the series along with accessing and participating actively with the increased web and outreach offerings. This study will comprise web-based surveys with adaptive branching patterns, which will include data collection from a variety of participants and will focus on participants? use of the series, website, and outreach. The summative evaluation will measure how the project is reaching these audience segments, while also meeting the overall goals of increasing public understanding of science and engagement in science-related activities.
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TEAM MEMBERS: Paula Apsell