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resource project Media and Technology
The IRIS Education and Public Outreach program draws upon the seismological expertise of Consortium members and combines it with the staff expertise to create products and activities that advance awareness and understanding of seismology and geophysics while inspiring careers in Earth science. These products and activities are designed to impact 6th grade students to adults in diverse settings: self-directed exploration over the Web, interactive museum exhibits, major public lectures, and in-depth exploration of the Earth’s interior in formal classrooms. Each year, a select group of undergraduates spends the summer conducting research under the expert guidance of Consortium members and affiliates. Other highlights include the widely distributed Teachable Moment slide sets for use in college and school classrooms within a day of major earthquakes, new animations and videos, new content for the Active Earth Monitor, and expanded use of social media.
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TEAM MEMBERS: Joe Taber
resource project Public Programs
Wyoming EPSCoR's education, outreach and diversity programs include undergraduate and graduate research and student achievement support, K-12 educational programs and teacher trainings, diversity programs targeted at increasing the representation of URGs in the sciences, and research infrastructural improvements on the community college level. Our current Track-1 Award through NSF EPSCoR is related to understanding the water balance through hydrology, ecology, and geophysics; and most of our programs include a heavy emphasis in that area.
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TEAM MEMBERS: Liz Nysson
resource project Professional Development, Conferences, and Networks
Based on nearly two decades of museum programming for low-income Hispanic and African American girls at the Miami Science Museum, this extension service project employs a train-the-trainers approach to build a network of museum-based Extension Agents dedicated to helping informal science educators attract the interest and support the persistence of minority girls, grades 6-12, currently underrepresented in STEM studies. Led by the Miami Science Museum, the collaboration brings together an experienced group of institutions with representation from the informal science, gender research, and engineering communities. In addition to the Museum, the Expert Project Team consists of key staff from the Association of Science-Technology Centers (ASTC), and SECME Inc. (formerly the Southeastern Consortium of Minorities in Engineering), who serve as the conduit for the participation of minority engineering professional organizations. An advisory/research panel of researchers in gender in STEM, whose work complements those of the project investigators, works closely with the Expert Project Team to prepare Extension Agents from ten geographically dispersed museums, who in turn provide a range of training and peer mentoring services to the practitioner community of informal science educators in science-rich institutions nationwide. Participating museums include: Connecticut Science Center (Hartford, CT), New York Hall of Science (New York, NY), Maryland Science Center (Baltimore, MD), Miami Science Museum (Miami, FL), COSI (Columbus, OH), St. Louis Science Center (St. Louis, MO), Louisville Science Center (Louisville, KY), Sci-Port (Shreveport, LA), Explora (Albuquerque, NM), and California Academy of Sciences (San Francisco, CA).
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TEAM MEMBERS: Judy Brown Laura Huerta Migas Michele Williams
resource project Public Programs
The Education and Outreach (EO) program is an essential part of the CRISP MRSEC located at Yale and SCSU. CRISP offers activities that promote the interdisciplinary and innovative aspects of materials science to a diverse group of participants. The objective of the program is to enhance the education of future scientists, science teachers, K-12 students, parents, and the general public. CRISP’s primary informal science activities include public lectures, family science nights, New Haven Science Fair and museum partnerships.
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TEAM MEMBERS: Yale University Connecticut State University Christine Broadbridge
resource project Media and Technology
The LTER Network is an innovative platform for training the next generation of natural scientists in collaborative, integrative, long-term research in ecology. An important objective of the network is to share knowledge with other communities. The LTER Network Office addresses this objective by managing a Communication and Outreach program that targets key communities—scientists, policy makers, educators and students, and the mass media as a proxy of the rest of the non-specific audiences—and maintain strategic partnerships and collaborations that provide improved access to these communities.
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TEAM MEMBERS: mcOwiti thomas
resource project Media and Technology
This proposed four-year effort envisions a new approach to promoting science literacy through science journalism as a subject of study. It is premised on a critical set of assumptions: (a) Most citizens have the need to interpret scientific information found in popular media (e.g., newspapers, magazines, online resources, science-related television programs); (b) science journalism provides reliable, well-researched science information; (c) authentic science writing provides motivation to learn; and (d) standards and rubrics specifically developed for evaluating students' science-related expository text do not exist. Thus, the project approaches science journalism as a means to assist students to investigate and coherently write about contemporary science and to learn to base assertions and descriptions on reliable, publicly available sources. To this end, the project aims to develop, pilot, and evaluate a model of instruction that focuses on the following aspects: (a) Identifying questions of both personal and public interest; (b) evaluating contemporary science-related issues; (c) making available highly regarded sources of information as exemplars (in-print, online, interviews); (d) synthesizing information; (e) assessing information based on fact-checking using the five Ws (who, what, where, when, and why); and (f) coherently explaining claims and evidence. A hypothesis and a set of research questions guide this effort. The hypothesis is the following: If participating students successfully attain the fundamental elements of the proposed model, then they will become more literate and better critical consumers and producers of scientific information. The main guiding research question of the proposed activity is the following: Does the teaching of science journalism using an apprenticeship model, reliable data sources, and science-specific writing standards improve high school students' understanding of science-related public literacy? Secondary questions include (a) Is the teaching of science journalism an efficacious, replicable and sustainable model for improving science literacy?; (b) How useful are science-related standards and rubrics for scaffolding and evaluating students' science writing and science literacy?; and (c) What is the nature of the engagement in science that this apprenticeship invites?
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TEAM MEMBERS: Alan Newman Joseph Polman E. Wendy Saul Cathy Farrar Alan Newman
resource project Public Programs
The C-DEBI education program works with audiences at all levels (K-12, general public, undergraduate, graduate and beyond) in formal and informal settings (courses, public lectures, etc.). Sub-programs focus on community college research internships and professional development for graduate students and postdocs.
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TEAM MEMBERS: Stephanie Schroeder
resource project Media and Technology
The mission of QESST public outreach is to provide a platform for engaging the community; students, parents, teachers, and the general public; in discussions about solar energy. Although there is a growing interest in advances of solar energy, many misconceptions prevail amongst the general community. Community outreach serves as a mechanism for engaging people and drawing them in. It is often the hook that creates interest in parents who pass that interest onto their children, or lures young students into more formalized QESST programs. Our outreach events range in scale from small workshops, large university wide open houses, and participation in educational television.
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TEAM MEMBERS: Tiffany Rowlands
resource project Public Programs
Our Center works with students from kindergarten through graduate school and beyond. We work with teachers and scientists and combine our knowledge to inspire students to pursue careers in neural engineering and neuroscience. Program activities include summer research programs, curriculum development, school visits, teacher/student workshops, science festivals, and international student exchanges.
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TEAM MEMBERS: University of Washington Eric Chudler
resource project Media and Technology
The ScratchEd project, led by faculty at the Massachusetts Institute of Technology and professionals at the Education Development Center, is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind. The effectiveness of the ScratchEd project is being evaluated by research addressing four specific questions: (1) What are the levels of teacher participation in the various ScratchEd PD offerings and what do teachers think of these experiences? (2) Do teachers who participate in ScratchEd PD activities change their use of Scratch in classroom instruction to create design-based learning opportunities? (3) Do the students of teachers who participate in the ScratchEd PD activities show evidence of developing an understanding of computational thinking concepts and processes? (4) When the research instruments developed for the evaluation are made available for teachers in the Scratch community to use for self-evaluation, how do teachers make use of them? Because both computational thinking and design-based instruction are complex activities, the project research is using a combination of survey, interview, and artifact analysis methods to answer the questions. The ScratchEd professional development and research work will provide important insight into the challenge of helping teachers create productive learning environments for development of computational thinking. Those efforts will also yield a set of evaluation tools that can be integrated into the ScratchEd resources and used by others to study development of computational thinking and design-based instruction.
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TEAM MEMBERS: Mitchel Resnick
resource project Media and Technology
This project's aim is to understand collaboration, cooperation, and learning in the context of a large, distributed virtual organization consisting of children and teachers building web-based simulations and animations using the Scratch software. The PIs will study the nature and patterns of cooperation in the Scratch decentralized learning environment, establish principles to guide the development of systems that foster cooperative attitudes and behaviors, and develop strategies to cultivate computational-thinking capacities that are important for productive cooperation and problem-solving in virtual organizations. The Scratch community consists of over 400,000 registered members discussing, remixing, and reusing more than a million projects. The project is a collaborative project with researchers from MIT, Harvard, and the University of Pennsylvania drawn from computer science, psychology, child development, education, organizational science, and economics. Using a novel combination of experimental and ethnographic methods, the research will provide insights into how young people cooperate in virtual organizations, their attitudes and motivations related to cooperation, and their development of computational-thinking skills and capacities necessary for productive cooperation and creative learning. The researchers expect that the findings will contribute to the design and understanding of more effective virtual organizations, particularly in the areas of learning, education, and cooperative creation. The methods used include observational studies, design interventions, and field experiments. The test bed will be the Scratch community and the evaluations will be done by mining the online record of cooperation in the construction of new simulations and animations. The outcomes of the project will include an improved Scratch environment, design principles for the construction of distributed virtual organizations that encourage cooperation and co-construction of knowledge and artifacts, and new methods of teaching computational thinking in an engaging environment. The Scratch community of 400,000 members will be part of this work. This project is potentially transformative because of the engaging nature of this particular application, because of its applicability to similar virtual communities, and because of its promise to reach a diverse community of learners.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney Yochai Benkler Yasmin Kafai
resource project Media and Technology
Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity?

Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won't just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a promising practice for increasing gender diversity in IT.
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TEAM MEMBERS: Mitchel Resnick