The Children's Museum is requesting $910,088 from the National Science Foundation to create an exhibition to go in an Urban Environmental Center to be built on a barge anchored in Fort Point Channel, a 500-foot-wide Boston Harbor waterway in front of the Museum. Our goal is to create exhibits which broaden public access to the process of science while extending each person's awareness of an engagement in this particular waterfront environment. Barge exhibits are focused on water, which has universal appeal to children and is the central feature of our location; atmosphere -- birds, sun, solar radiation, shadow, light refraction and diffraction, heat, wind, and clouds; built environment -- architecture, engineering, buildings, technology -- and their relationship to living things. We will provide a wide menu of entry-level approaches to the environment that are not given in school. The exhibits will take a visitor from where s/he is at the beginning of the visit to a new level of curiosity and concern. Through observation and direct experimentation, children will see what varies with the tides, what flows into the Channel from street run-off, where different creatures nest, what is emitted into the atmosphere from cars and buildings, and many other things. Some exhibits invite a playful experience, involving the senses and whole body; others offer a more focused exploration to uncover principles of a phenomenon. All encourage practice in such scientific processes as observing, collecting, recording, and comparing data.
DATE:
-
TEAM MEMBERS:
Signe HansonDorothy MerrillDiane Willow
Each summer, a team of RHA staff members and volunteers collect samples of benthic macro-invertebrates, small critters whose presence indicate a stream’s health, at over fifty sites on streams and rivers in Hunterdon, Morris and Somerset Counties. Through our stream monitoring program, we gather valuable, usable data about surface water quality and the overall health of our watersheds.
NASA cloud observation project. Ground observation reports are compared to cloud information retrieved from satellite instruments in Earth orbit. Learn how to make and report a cloud observation at the time of a satellite overpass. Observations welcome from any interested observers, especially in places where official weather observations are rare. Get satellite overpass times, learn about making observations, report an observation, and explore the database of reported observations (which includes corresponding satellite data once they are available).
LiMPETS (Long-term Monitoring Program and Experiential Training for Students) is an environmental monitoring and education program for students, educators, and volunteer groups throughout California. Approximately 3,500 teachers and students along the coast of California are collecting rocky intertidal and sandy beach data as part of the LiMPETS network. Join us—learn the process of science and help to protect our local marine ecosystems.
DATE:
TEAM MEMBERS:
Claire FacklerUniversity of California Santa BarbaraFarallones Marine Sanctuary AssocationUniversity of California Santa CruzMonterey Bay National Marine SanctuaryChannel Islands National Marine Sanctuary
Youth Volunteer Interpreters as Facilitators of Learning about Climate Change in Zoo Settings reports on a project to pilot test climate change education resources featuring youth volunteer interpreters as facilitators for zoo visitors’ experiences. Brookfield Zoo tested inquiry-based and specimen-based interpretation at the polar bear and Humboldt penguin exhibits, and Woodland Park Zoo tested a climate-change themed "activity cart" near their Sumatran tiger exhibit. Both the effects of youth volunteer interpretation on the zoo visitors and on the youth volunteer interpreters themselves were
There are a growing number of informal science education (ISE) programs in Native communities that engage youth in science education and that are grounded in Native ways of knowing. There is also a growing body of research focusing on the relationship between culture, traditional knowledge, and science education. However, there is little research documenting how these programs are being developed and the ways in which culture and Western science are incorporated into the activities. This study outlines effective practices for using Native ways of knowing to strengthen ISE programs. These
DATE:
TEAM MEMBERS:
Elizabeth MackHelen AugareLinda Different Cloud-JonesDavid DominiqueHelene Quiver GaddieRose HoneyAngayuqaq KawagleyMelissa Little Plume-WeatherwaxLisa Lone FightGene MeierPete TachiniJames Rattling LeafElvin Returns from ScoutBonnie Sachatello-SawyarHi'ilani ShibataShelly ValdezRachel Wippert
The goal of the study was to identify current issues for navigating and finding relevant information; evaluate the look and feel of the website in relation to its main purpose; assess the clarity of language to its audience; determine next steps for improvement. We addressed these goals through an expert review based on a 100+ point usability assessment framework on both desktop and mobile as of 12/4/2014 and informal feedback from 3 novice users ( age range 22-27 years).
DATE:
TEAM MEMBERS:
Brigham Young UniversityUniversity of MarylandJes KoepflerNidhi JalwalVictor Yocco
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
DATE:
TEAM MEMBERS:
Brigham Young University, University of MarylandJes KoepflerNidhi JalwalVictor Yocco
This project has developed a highly successful model for integration of pre-college youth career exploration into authentic environmental research and restoration activities at Washington University’s field station, Tyson Research Center, and the Missouri Botanical Garden’s Shaw Nature Reserve. The Shaw Institute for Field Training (SIFT) and Tyson Environmental Research Fellowships (TERF) programs provide access to field research for St. Louis, Missouri area high school youth interested in careers related to environmental biology. SIFT is an introductory field skills training program that
DATE:
TEAM MEMBERS:
Washington UniversityKatherine BeyerSusan Flowers
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
This award-winning website includes a comprehensive collection of standards-based, space science education materials. Site visitors can explore a variety of resources such as A Hubble Gallery, Online Explorations, Tonight’s Sky, and Star Witness News science content readings. The “For Educators” side of site includes support materials such as science background information and overview pages that provide strategies for using Amazing Space activities in educational settings.
DATE:
TEAM MEMBERS:
Space Telescope Science InstituteBonnie Eisenhamer