Skip to main content

Community Repository Search Results

resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
DATE:
TEAM MEMBERS: Bob Hirshon Monae Verbeke Suzanne Thurston
resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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.
DATE: -
TEAM MEMBERS: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Games, Simulations, and Interactives
EMERGE in STEM (Education for Minorities to Effectively Raise Graduation and Employment in STEM) is a NSF INCLUDES Design and Development Launch Pilot. This project addresses the broadening participation challenge of increasing participation of women, the at-risk minority population, and the deaf in the STEM workforce. The project incorporates in and out-of-school career awareness activities for grades 4-12 in a high poverty community in Guilford County, North Carolina. EMERGE in STEM brings together a constellation of existing community partners from all three sectors (public, private, government) to leverage and expand mutually reinforcing STEM career awareness and workforce development activities in new ways by using a collective impact approach.

This project builds on a local network to infuse career exposure elements into the existing mutually reinforcing STEM activities and interventions in the community. A STEM education and career exposure software, Learning Blade, will be used to reach approximately 15,000 students. A shared measurement system and assessment process will contribute to the evaluation of the effectiveness of the collective impact strategies, the implementation of mutually reinforcing activities across the partnership and the extent to which project efforts attract students to consider STEM careers.
DATE: -
TEAM MEMBERS: Gregory Monty Margaret Kanipes Malcolm Schug Steven Jiang
resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
DATE: -
resource project Media and Technology
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
DATE: -
TEAM MEMBERS: Mary Miller
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
DATE: -
TEAM MEMBERS: Jesse Schell
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.
DATE: -
TEAM MEMBERS: Yu-Han Chang Jihie Kim Rajiv Maheswaran
resource research Media and Technology
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study
DATE:
TEAM MEMBERS: Kurt Squire Mingfong Jan
resource research Media and Technology
The authors provide an analysis of pairs of children interacting with a multi-touch tabletop exhibit designed to help museum visitors learn about evolution and the tree of life. The exhibit’s aim is to inspire visitors with a sense of wonder at life’s diversity while providing insight into key evolutionary concepts such as common descent. The authors find that children negotiate their interaction with the exhibit in a variety of ways including reactive, articulated, and contemplated exploration. These strategies in turn influence the ways in which children make meaning through their
DATE:
TEAM MEMBERS: Northwestern University Pryce Davis Michael Horn Laurel Schrementi Florian Block Brenda Phillips E. Margaret Evans Judy Diamond Chia Shen
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
DATE: -
TEAM MEMBERS: MARIA XANTHOUDAKI
resource project Media and Technology
Safe Techniques Advance Research – Laboratory Interactive Training Environment (STAR-LITE) is an innovative laboratory safety training created by the National Institutes of Health, Office of Research Services, Division of Occupational Health and Safety, for high school and undergraduate students. The training was designed to incorporate laboratory safety and risk assessment with the architecture of game-based learning. In this respect, STAR-LITE provides student users with a salient educational experience that uses visual and audio clues, strategic thinking, and physical action to enhance the learning experience. The goal of STAR-LITE is to expand the student’s knowledge base with an introduction to safe laboratory and common risk assessment techniques. STAR-LITE comprises a series of pursuit or Quest-based activities that occur in a virtual laboratory environment. Users direct individualized characters, or avatars, to interact and engage with the features in the virtual laboratory to progress through continuous challenges. STAR-LITE provides users with a significant, repeatable educational experience using visual and audio clues, strategic thinking, and physical action to enhance the learning process. This training offers a unique method of instruction by integrating development of critical thinking proficiencies and application of problem solving skills with visualization of consequences, which result from unsafe behaviors. STAR-LITE’s educational content is presented in a virtual laboratory environment in which virtual characters experience exposures to hazardous biological, chemical, and physical hazards with real-life consequences. Student users participate in a series of Quests that require interaction with characters and laboratory equipment. Basic laboratory safety skills and techniques are presented in the training. These skills and techniques include an introduction to potential biological, chemical, and physical hazards that may be present in multi-discipline laboratories; methods to prevent injuries in the laboratory; methods to protect students, colleagues, and the environment from potential hazards in the laboratory; and emergency preparedness and response basics. STAR-LITE was designed to ensure student users walk through a risk assessment process during each Quest. Because STAR-LITE is a digital game-based learning experience, users can repeat the training as many times as they like. The repeatability of this training enhances the student’s learning experience and allows them to pursue different risk assessment decision paths as they progress through the Quest.
DATE:
TEAM MEMBERS: National Institutes of Health
resource project Media and Technology
Working in cooperation with the EarthScope education and outreach community, the project is researching, designing, and producing high production-quality interactive video challenges designed to engage and enlighten young people (primary target audience: middle school, ages 10-14) about EarthScope-related science, people, and projects. The interactive challenges are being developed for a generalized medium; the current effort includes testing for the effectiveness with the target audience of a wide range of media (from stand-alone kiosks to hand-held devices). Focus groups and on-site evaluations are being undertaken to measure and enhance the ability of the project to serve its learning goals, to wit: 1) Science: To make large numbers of young people more aware of basic geoscience concepts relevant to EarthScope, presented in an engaging and memorable way; 2) People: To present to young people the wide cross section of diverse jobs and talents within the EarthScope community; and 3) Projects: To raise awareness of the different components of EarthScope and the impact that they will have on local communities. The content to be created incorporates science education standards to enhance and support classroom work, and can become part of a meaningful visitor center, museum, or after-school experi-ence. The investigators are producing a single proof-of-concept EarthScope challenge, with emphasis on front-end testing consisting of focus groups with students in the target population, in order to gather data on possible content and format for the challenges.
DATE: -
TEAM MEMBERS: James Davis Matthew Schneps