Skip to main content

Community Repository Search Results

resource project Media and Technology
The PBS NewsHour STEM Learning project is a broadcast and online science journalism and informal science education initiative to report breaking science news and cutting-edge STEM (Science, Technology, Engineering and Mathematics) research and researchers to a national audience. The multi-platform project goals are to: (1) increase and improve the knowledge of the audience with respect to science and technology; (2) stimulate the active engagement of the audience with science and technology through interactive tools; and (3)position the PBS NewsHour as a regular destination for in-depth and innovative science reporting; (4) deploy new and creative digital tools to extend the impact of NewsHour science reporting, especially for youth. The PBS NewsHour is produced by MacNeil/Lehrer Productions and distributed by PBS to PBS television and radio stations across the country, five nights per week. This project is informed by an expert advisory board and other consultants. Project evaluation will be conducted by City Square Associates. The formative evaluation in year one will employ focus groups of adults from the general audience and teens as well as a quantitative survey online to determine a benchmark of current science knowledge, attitudes and behaviors. The evaluation in year two will test digital components of the project in a usability lab setting to gather information to help improve the quality and effectiveness of these deliverables. The summative evaluation will administer a tracking study with the same population surveyed in the first year. Deliverables include: a minimum of 26 science documentary reports broadcast per year plus additional in-studio interviews and coverage of breaking science news; a revamped website, notably "Science and Tech To Go"; a weekly STEM interview or report online featuring Hari Sreenivasan or other reporters; additional weekly digital STEM reporting; and an expanded and redesigned outreach program for teens and educators including an innovative, cloud-based student editing and content-sharing initiative in collaboration with several science centers. Six new PBS NewsHour Student Reporting Labs, established in high-need urban schools, will shoot, edit, and post their videos on the web. The PBS NewsHour science reports will be broadcast and featured on the NewsHour iPhone app, as well as disseminated on the NewsHour's YouTube Channel, Disqus and UStream, Hulu.com, with new science material updated daily on the web. The NewsHour is seen by more than 7 million viewers each week, with additional audiences being reached by radio, the Online NewsHour website, podcasts, and other social media. New community-based programs expand the audience farther. The final summative report will outline the impact of the project and identify the strategies and tactic found to be most effective in making use of digital media to support project goals.
DATE: -
TEAM MEMBERS: Patti Parson
resource project Public Programs
The University of Minnesota is partnering with several nature centers in the Midwest to transform citizen "technicians" into citizen "scientists." The Driven to Discover project will use existing citizen science programs with strong educational components to engage 12-14 year old youth and their adult mentors in authentic research. The goal of the project is to develop a training model for adults who work with youth in a variety of informal education settings to involve them in authentic scientific inquiry via citizen science rather than just data collection activities. In the proof-of-concept phase, teams consisting of 4-H youth, adult leaders, and several scientists are conducting participatory action research to understand what factors lead youth to full engagement in ecological research. In phase two, project personnel are training 4-H educators, naturalists, and teachers how to engage youth and their adult leaders in other 4-H programs and other informal education programs to conduct ecological research with scientists in advisory roles. Phase one involves approximately 10 adults and 70 youth, whereas phase two involves approximately 40 adults and 300 youth. A front-end study defined the project's target audiences and partners. Formative evaluation study will monitor interactions among members of the research teams and summative evaluation will measure impacts on participants' knowledge, skills development, attitudes, and behavior. Project deliverables include youth-generated ecological research findings, web-based program implementation materials, an annual conference, and a model for engaging youth groups in informal settings in authentic scientific inquiry. The model is expected to impact more than six million youth nationwide.
DATE: -
TEAM MEMBERS: Karen Oberhauser Nathan Meyer Andrea Lorek Strauss Pamela Nippolt Katie Clark Robert Blair
resource project Media and Technology
The objective of this youth media project is to provide 14-24 year olds with training and hands-on experience in engineering, and the physical and biological sciences. The project is designed around core practices that engage youth in original research and inquiry through experimentation, development, and creative use of new technologies and tools to communicate STEM to the public. Youth Radio project participants in Oakland, CA, Atlanta, GA and Washington, DC include 540 youth, 80% of whom are low-income and/or youth of color, plus another 400 youth via off-site outreach in schools and community centers. Core deliverables include: (1) "Brains and Beakers," eight live events per year where a visiting STEM researcher brings his/her work out of the lab and onto the stage at Youth Radio facilities, demonstrating key principles and discoveries and interacting with youth participants; (2) "Youth Radio Investigates," an annual 6-part multimedia series, where youth partner with university and industry-based researchers to explore the veracity of scientific claims applied to products and services and they use every day; (3) The "Application Development Lab," where youth develop, create and disseminate online embeddable and downloadable applications (12 annually) that serve real needs in youth communities. The digital media produced by the youth will be broadcast by National Public Radio and distributed online through various sites including iTunes and BoingBoing.net, one of the most frequently visited technology-focused sites on the web. Project advisors include STEM researchers in universities as well as highly experienced and successful new media technology developers. Project partners include National Public Radio, KQED, the California Academy of Sciences, and the Oakland Unified School District. This project builds on the successful prior work (NSF #0610272) that initiated a Science and Technology program within the Youth Radio organization. The summative evaluation by Rockman et al will measure how the program affects students' science and technology knowledge, skills, and attitudes. It will build on the evaluation from the prior NSF funded project (#0610272) that highlighted the organizational and staff growth processes as Youth Radio discovered how to design and implement successful, sustainable STEM programs. Rockman will evaluate the new programs (Youth Investigates, Brains and Beakers, and the Application Lab), measuring the following STEM-related student outcomes/impacts: perceptions of selves as producers/creators of science or technology; attitudes toward science and perceptions of scientists; understanding the process of scientific inquiry and research and/or technology skills development; and understanding or interest in careers in science or technology (based on National Research Council report, 2009). Data will be collected from the youth at the Oakland site and from the other Youth Radio bureaus to determine which aspects of the program transfer to multiple sites and which ones are unique to a specific location or set of circumstances. Methods include surveys of student attitudes, participant focus groups, interim assessments, objective skills assessments, and interviews. This project provides an innovative new model for collaborations between STEM researchers and under-represented youth resulting in digital media that impacts the youth as well as the public's understanding and engagement in science.
DATE: -
TEAM MEMBERS: Ellin O'Leary
resource project Media and Technology
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
DATE: -
TEAM MEMBERS: David Davis Noel Broadbent Margaret Watters Jennifer Borland
resource project Public Programs
The Lost Ladybug Project (LLP) is a Cornell University citizen science project that connects science to education by using ladybugs to teach non-scientists concepts of biodiversity, invasive species, and conservation. The project has successfully engaged thousands of children (ages 5-11) in collecting field data on ladybugs and building a ladybug biology database that is useful to scientists. It has also reached 80,000 people over the Internet. The goal of the project is to promote lifelong appreciation of biodiversity and science, and provide scientists with data on the changing distribution and abundance of ladybug species across the country. The current project is broadening the Lost Ladybug Project's reach geographically, culturally, demographically, and contextually by creating new tools and materials for the website, and forging new connections with (1) youth groups, (2) science centers, community centers, botanical gardens, nature centers, and organic farms, (3) adults, (4) Native Americans, and (5) Spanish-speakers. The expanded project could potentially involve tens of thousands of new individuals in ladybug monitoring research. An evaluation study is measuring the impacts of the expansion on new participants' knowledge, skills, attitudes, interests, and behavior. The Lost Ladybug Project has been important in advancing scientific discovery and building scientific knowledge. Data collected by the project's volunteers have improved scientists' understanding of (1) ladybug species presence/absence, (2) shifts in ladybug species composition, (3) shifts in ladybug species ranges, and (4) change in ladybug body size and spot number. Evaluation data show that the project has a broad audience reach and is achieving its learning goals for adults and children. Broadening the project's reach will further increase the project's importance to ecology, conservation biology and biodiversity research, as well as education research.
DATE: -
TEAM MEMBERS: John Losey Louis Hesler Kelley Tilmon Jessica Sickler Leslie Allee
resource project Media and Technology
The Herpetology Education in Rural Places & Spaces (HERPS) project is a four-year full-scale development project designed to engage diverse North Carolina residents from the Central Piedmont, Eastern Piedmont, and Inner Coastal Plain regions of the state in conservation and field experiences focused on herpetology, the study of reptiles and amphibians. The project targets rural underrepresented groups in STEM; predominately African-Americans, Hispanics, and Lumbee Native Americans. The University of North Carolina-Greensboro and its partner organizations, Elon University and University of North Carolina-Pembroke, will partner to develop and implement all phases of the project. Ultimately, the project aims to increase knowledge of and interest in herpetology and related conservation issues, provide authentic research experiences, and better understand identity-related motivations and affordances of the casual, regular, and enthusiastic participant across project strands. HERPS builds on four pilot studies and will engage people of all ages in a broad range of herpetological activities including: (a) an annual herpetology-focused community event (HERPS Celebrations), (b) technology resources such as a project website and customized mobile applications (HERPS Cyberhub), (c) summer and year-long herpetological research experiences (HREs) for high school students and teachers, and (d) in-depth longitudinal herpetological study opportunities (e.g., box turtle study). In addition, there is separate but integrated research stand that will focus on identity and HERPS experiences, as settings for informal science learning. The identity research will study: (a) identity-related motivations and (b) identity-related affordances of casual, regular and enthusiastic participants across threads. In addition, an extensive formative and summative evaluation will be conducted using a mixed methods approach by an external evaluator. Using a multiple-entry-points approach for learning and engagement, this project could serve as a replicable model for similar efforts in other settings. In addition, the results of the identity reseach strand could fill a critical gap in the identity and informal science education research bases. With an average estimated reach of nearly 15,000 people of all ages and diverse backgrounds, the potential broader impacts of this project could be extensive.
DATE: -
TEAM MEMBERS: Catherine Matthews Andy Ash Terry Tomasek Ann Somers Heidi Carlone
resource project Public Programs
The Exploratorium and the Museum of Life and Science will develop, evaluate and implement Science of Sharing, a three-year full-scale development project designed to bring the scientific study of human social behavior to a broad public audience. Science of Sharing will create new ways for visitors to experiment with social psychology and will generate important information for informal science institutions committed to involving visitors in discussions of personal, societal, and scientific responses to real-world challenges. Science of Sharing addresses a critical ISE issue: creating ways for visitors to experiment with inquiry based exhibits and activities that heighten public knowledge of the study of human social behavior. Based on research in social psychology and game theory, the project (a) fosters public engagement in activities exploring collaborative behavior and resource sharing; (b) promotes awareness of connections between these experiences and STEM-related research in psychology and economics; and (c) links individual behaviors to real-world issues of resource depletion and group conflict. The primary audience is youth and youth-adult museum visitors, with particular focus on underrepresented communities with limited access to communication technologies. The secondary audience is ISE professionals with interest in new kinds of interactive experience and visualization tools focusing on social behavior and techniques for fostering social interaction and public discussion of science. The project will (1) conduct front end evaluation to assess visitor attitudes and knowledge about issues of cooperation and resource use; (2) design, prototype, and evaluate 15 inquiry-based exhibits and 4 Experimonths (public events with web, museum, and community-based components on social-psychological topics); (3) conduct design-based research to investigate aspects of these exhibits and activities that prompt self-reflection and build metacognitive skills; and (4) work with local school districts to adapt exhibits for classroom use.
DATE: -
TEAM MEMBERS: Hugh McDonald Josh Gutwill Troy Livingston
resource project Media and Technology
The Cornell Lab of Ornithology is creating a new type of interactive, question-driven, online bird-identification tool called "Merlin," along with associated games, social networking tools, and other media. Unlike existing bird-identification guides, which are based on traditional taxonomic keys written by scientists, Merlin uses machine learning algorithms and crowd-sourced data (information provided by thousands of people) to identify birds and improve Merlin's performance with each interaction. The tool will help millions of people identify birds and participate in a collective effort to help others. The Crowd ID project will make it easier for people to discover the names of birds, learn observation and identification skills, find more information, and appreciate Earth's biodiversity. The summative evaluation plan is measuring increases in participants' knowledge, engagement, and skills, as well as changes in behavior. Impacts on participants will be compared to a control group of users not using Merlin. Merlin tools will be integrated into the Cornell Lab's citizen science and education projects, which reach more than 200,000 participants, schoolchildren, and educators across the nation. Merlin will be broadly adapted for use on other websites, social networking platforms, exhibits, mobile devices, curricula, and electronic field guides. Once developed, Merlin can be modified to identify plants, rocks, and other animals. Merlin will promote growth of citizen science projects which depend on the ability of participants to identify a wide range of organisms.
DATE: -
TEAM MEMBERS: Miyoko Chu Rick Bonney Steven Kelling Mirek Riedewald Kate Haley Goldman
resource project Public Programs
The City as Learning Lab (CaLL) is a comprehensive research and development initiative designed to create new measures of audience impact in technology experiences; identify features of university-community collaboration that facilitate sustainable community programs; and produce a set of tools and resources that allow other cities to tailor creative robotics programs to unique audiences. Project partners include the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), the Community Robotics Education and Technology Empowerment (CREATE) lab at Carnegie Mellon University's Robotics Institute, and the Georgia Institute of Technology as well as local museums, community organizations, and afterschool clubs. CaLL builds on the work of three existing youth technology programs in Pittsburgh targeting audiences ages 9-15: the Robot Diaries, Neighborhood Nets, and Robot 250. Research questions relate to creative processes in informal learning settings, use of robotics to engage diverse audiences, and changes in technological fluency after students leave the informal learning setting and apply their new knowledge and skills at home or in other learning contexts. The research incorporates data from up to 1000 program participants. Findings will establish evidence for how technological fluency can be measured, supported, and developed through informal technology learning experiences. Project deliverables include a CaLL curriculum, toolkit, new measures of audience impact, and identification of factors that support university/community collaborations. Broader impacts in informal technology education will be achieved by developing flexible toolkits that allow other communities to adapt and adopt CaLL technologies, curricula, and activities.
DATE: -
resource project Media and Technology
The Maryland Science Center, in partnership with SK Films, Inc. received NSF funding to produce a large format, 2D/3D film and multi-component educational materials and activities on the annual migration of monarch butterflies, their life cycle, the web of life at select sites where they land, and the citizen science efforts that led to the monarch migration discovery. Project goals are to 1) raise audience understanding of the nature of scientific investigation and the open-ended nature of the scientific process, 2) enhance and extend citizen science programs to new audiences, and 3) create better awareness of monarch biology, insect ecology and the importance of habitat. Innovation/Strategic Impact: The film has been released in both 3D and 2D 15/70 format. RMC Research Corporation has conducted evaluation of the project, both formatively and summatively, including a study of the comparable strengths of the 2D and 3D versions of the film. RMC has conducting formative evaluation and is currently conducting summative evaluation to assess the success of project materials in communicating science and achieving the project's learning goals. Collaboration: This project employs a collaborative model of partnerships between the project team and the National Science Teachers Association (NSTA), the University of Minnesota's Monarchs in the Classroom and Monarch Watch. Project advisors represent world-renown monarch butterfly research scientists and educators, including Dr. Karen Oberhauser, named a "Champion of Change" by President Obama in June 2013, and Dr. Chip Taylor, founder and director of Monarch Watch at the University of Kansas.
DATE: -
TEAM MEMBERS: Jim O'Leary
resource project Public Programs
The University of California-Davis and its collaborators are identifying and testing strategies for implementing a model citizen science program that links the statewide Master Naturalist program with local citizen science projects that engage the public in environmental scientific research. The goals of the project are to develop a mechanism for broadening the reach of master naturalist and citizen science programs, and measure the impact of these programs on participants' science learning and environmental stewardship behavior. The project is (1) implementing strategies for engaging underserved audiences (young adults and communities of color) and enhancing learning for seniors in the California Naturalist program, (2) developing and testing a citizen science training module, (3) establishing two regional volunteer naturalist networks in Northern California that have links to local citizen science projects, and (4) developing web tools for use by program providers and naturalists to connect to projects and promote science learning. Project deliverables include training sessions, support services, network coordination, web tools, research on impacts on science learning, and participant tracking. By bringing together young and older adults to learn together, merging these audiences will result in the formation of a diverse corps of citizen naturalists who participate in ecological monitoring of local natural areas and conduct land stewardship activities. The project's findings will help program administrators scale-up the approach statewide and across the nation.
DATE: -
TEAM MEMBERS: Heidi Ballard Adina Merenlender Rick Bonney
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.
DATE: -
TEAM MEMBERS: Michael Mayhew