This paper examines hypothesized outcomes of informal science learning experiences and analyzes the methods used to assess those outcomes. The authors deconstruct several studies on informal science learning to identify strengths and weaknesses and examine the potential of new approaches to informal learning.
Jay Watch is a citizen science program to fill in data gaps by monitoring Florida scrub-jays on conservation sites to assess populations and trends over time. Scrub-jay groups, including young of the year to assess productivity, are mapped annually, and habitat condition is mapped biennially. Habitat loss and degradation are the reasons attributed to the species' decline and Threatened listing status. Jay Watch data inform habitat management, with the goal of more high quality habitat to support more scrub-jays.
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The Nature ConservancyClaire Sunquist
The Exploring Engagement and Science Identity Through Participation is a research project that examines the outcomes of various citizen science models for Public Participation in Scientific Research (PPSR). The investigation specifically targets citizen science projects that focus on relationships between science learning and science identity. A mixed-method, meta-analysis approach will be employed. The two primary goals of the study are to better understand science learning and science identify within PPSR contexts and to develop a valid Participant Engagement Metric (PEM) for use within PPSR contexts. Data will be collected and analyzed from several PPSR projects and over 4,000 PPSR participants. The project will address several research questions: (1) What are the dimensions of PPSR engagement and how can we measure them across different project models? The research for this question will include approximately 50 interviews of participants in six primary projects representing a range of PPSR approaches to develop and validate a Participant Engagement Metric (PEM) that will be constructed from the frequency, duration and intensity of involvement in key activities. The project will use a constant comparative method of data analysis (processing of data as they are gathered in order to compare them with emerging categories. The development of the PEM will be one concrete outcome of the proposed research. (2) Within and among projects, what is the relationship between participant engagement and individual learning outcomes? The project will use validated measures of learning outcomes derived from Learning Science in Informal Environments (NRC, 2009) and developed for the DEVISE project described below. The six measures include: Behavior & Stewardship, Skills of Science Inquiry, Knowledge of the Nature of Science, Interest in Science & the Environment, Efficacy, and Motivation. The proposed research will look at how engagement affects learning outcomes, as assessed by these six measures (science interest, efficacy, etc.). The project will conduct participant surveys in the six participating citizen science projects in addition to several other PPSR projects to test the relationship of the PEM and other measures of activity involvement to the learning outcomes measured by the survey instruments developed and validated through a previous project. The data analysis will begin with univariate summary statistics that will provide an overview of the basic dataset. Inferential statistics including multiple regression analysis will be used to test the relationships among the independent variables (type of PPSR project, demographics), PEM as a mediator variable, and the dependent variables. (3) How does degree and quality of participation in scientific research develop and/or reinforce individual science identity? The project will conduct a 3-year longitudinal study using surveys, a series of in-depth interviews, and on-site observations of 36 participants from the six primary projects to understand the development of individual science identity within PPSR environments over time. Quantitative and qualitative data and findings will be "triangulated" to determine if convergent, inconsistent or complementary results can be identified. The project proposes a strong dissemination plan, using these approaches, to present research in journals, disseminate research briefs, host online forums, and launching various listserves and online forums at the citizenscience.org website.
Indianapolis / City as Living Laboratory (I/CaLL) is a city-wide civic collaboration engaging in cross-sector research that builds on prior research in informal science learning in public settings. It extends research in place-based and service learning traditions, and uses the city itself as an informal science learning (ISL) environment for Science and Engineering for Environmental Sustainability learning outcomes. This project is creating place-based science learning experiences as part of public spaces in Indianapolis and establishes the next generation of urban science museums that increase opportunities for learning. The project will develop a self-sustaining program for art/science collaborations as they inaugurate city-sanctioned changeable installations at I/CaLL sites. Data from the project will be used to inform ISL professionals at museums throughout the community and around the country. Thousands of volunteers and their families will help create I/CaLL spaces, engage with communities, and serve as research participants connecting with science learning through site development. The unprecedented scale of this project provides a full measure of informal science service learning at a city scale, offering data that can change how science learning is measured, how people from all walks of life develop science literacy as part of their social public experience, and embodying the concept of the city as a living science learning lab. Broader impacts include the development of the city as an informal science learning environment that will become a new standard for thinking about what cities as cultural units can become as we build a resilient Science and Engineering culture for Environmental Sustainability.
Our goal is to demonstrate an educational model fully commensurate with the demands of the 21st Century workforce, and more specifically, with the emerging “green-tech” economy. We recognize a pressing need creating more sustainable solutions for the (human) built-environment and of stabilizing economic patterns that uphold sustainable systems. to prepare citizens for the challenges of The ASCEND model is designed to encourage these societal shifts, but at the same time, it is an attempt to put theory into practice - activating educational practices aligned with research on human development and cognition. For some time now strong recommendations for apprenticeship learning have emphasized the function of legitimate peripheral participation – the possibility of which becomes more prevalent in robust communities of practice. As compared to top-down approaches (typical of formal education settings) these "learning communities" are seen as being more closely aligned with our natural propensities for learning and cognition. ASCEND represents a design-experiment -an attempt to learn how we can create and sustain opportunities for apprenticeship learning in an interdisciplinary arena at the leading edge of technical innovation. In addition, the ASCEND model introduces and examines the efficacy of “digital storytelling” as an alternative to more traditional forms of apprenticeship learning and as a means to engage and advance this and future generations in STEM. A further goal is to develop innovative measures of assessment commensurate with this new model of apprenticeship learning. Finally ASCEND explore how informal learning organizations (museums, libraries, preserves etc.) can use digital storytelling to develop community-driven programs inclusive of at-risk youth and other hard to reach audiences.
This project from the University of Florida proposes to derive and develop a network and community of practice (CoP) among amateur and professional paleontologists across the country. Should this project be successful, it would put together 40 professional Paleontologist with 23 amateur Paleontology clubs across the country. The advantage of this organization would be to facilitate sharing of specimens (digitally on the web), educating each other, and most important, making the public outreach from each club more effective. While each club has specimens, this network would provide access to over 100 million digitized samples. The web-base for this collection will be managed at the University of Florida under the direction of the PI. The research portion of this project will determine what the essential elements necessary are for effective learning between professionals and amateurs and how the CoP enhances amateur learning and outreach efficacy. The project plan includes a centralized organization to initially form the community of practice, call general meetings, publish newsletters and organized a large meeting at the University of Florida in the coming year. Further, the project team will conduct evaluation on how the project is helping members develop and how the organization can be improved. Educating individuals in the field of paleontology is generally a positive experience. This project will facilitate knowledge building among the individual members of the clubs, which will enhance their perspective and enable them to reach out to members of their communities. The project will be evaluated at every level to ensure that the existing clubs are incorporated into the project and new clubs are welcomed and engaged as well.
This Pathways project from the Ocean Discovery Institute (ODI) seeks to develop and pilot a program model designed to fill an identified gap in citizen science research and practice literature: how to effectively engage and better understand how to foster participation among people from under-represented groups in citizen science research. The ODI model is designed around six principles: (1) leaders who are reflective of the community, (2) science that is locally relevant, (3) guided, as opposed to self-guided, experiences, (4) direct interactions with scientists, (5) progressively increasing responsibilities for participants who express interest, and (6) removing barriers to participation, such as transportation, language, family involvement and access to technology. The project addresses environmentally degraded, crime-ridden local canyons, a locally relevant STEM-related issue, and leverages the Southern California Coastal Water Research Project's (SCCWRP) regional citizen science effort focused on identifying the sources and pathways of trash through regional watersheds. The scientific research components of the project focus on four canyons in the area, employing sampling methods developed by SCCWRP. Youth who are part of other ODI programs and who have demonstrated leadership and interest in science, work with the project team to scaffold family and youth participation in project activities taking place during afterschool and weekend time. Based on continued participation in the project, community participants can become more involved in the project, starting as "new scientists" and moving through "returning scientists" to "expert scientists" roles. The project evaluation seeks to identify the role and importance of the components of the proposed model with respect to participation, retention, and learning by participants from groups under-represented in STEM. The dissemination products of this Pathways project include a white paper describing the model and lessons learned as well as presentations to community groups and education and citizen science practitioners. Based on insights from the iterative approach to the model during this Pathways study, a subsequent full-scale development project would seek to engage citizen science projects around the nation in adapting the model to increase participation of individuals from groups underrepresented in STEM, including building out ODI's citizen science programming.
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Lindsay GoodwinRoxanne RuzicTheresa Sinicrope Talley
This research project establishes a new research center, the InforMath Collaborative, that brings together university educational researchers and professionals at art and science museums in San Diego's Balboa Park. The InforMath Collaborative is investigating and building the capacity of informal learning institutions to support content and identity learning in mathematics. Through sustained collaborations that unite research, design, and professional development, members of the InforMath Collaborative are conducting design-based research on exhibits and programs that integrate art and science content from participating museums with the mathematics of topology and projective geometry.
The broader goal of the InforMath Collaborative is to transform cultural perceptions of mathematics in ways that broaden learners' access to the discipline. The project aims to develop informal mathematical learning experiences that make mathematics feel accessible, body-based, creative, and deeply relevant to a wide array of other knowledge domains, including both art and science. The project will build and strengthen regional and national networks of educational professionals who work in informal mathematics learning and expand the capacity of informal institutions to support engaging, innovative, content-rich, and culturally transformative mathematical learning experiences.
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Ricardo NemirovskyPaul SiboroskiMolly Kelton
COASSTal Communities of Science is a citizen-science project whose goal is to increase the scientific and educational reach of a highly successful, action-oriented and rigorous citizen science program - the Coastal Observation And Seabird Survey Team (COASST), by adding a new data module on marine debris that will feature innovative technological approaches including mobile apps and web-based crowdsourcing. The marine debris module will complement an existing module on beached birds, allowing COASST to more completely assess coastal environmental health. For instance, marine debris data, focused particularly on issues of invasive species, harm to wildlife, and debris sourcing, will be immediately useful in marine science and resource management. Once designed and vetted by professional scientists and science educators, the new module will be implemented by citizen scientists in over 100 in-community trainings conducted throughout the COASST geographic range, from northern California to the coast of Alaska, including remote coastal communities with limited access to scientific information. Over 1,000 new participants will join the program, bringing the total number of active volunteers to 2,000 within the 4 years of the project. A complementary social science research component will advance the field of informal STEM learning by focusing on the factors facilitating recruitment and especially retention in citizen science projects, using COASST as a model. The current models of science learning in informal contexts will be extended by bringing them together with conceptual approaches to the development of interest, communities of practice, and activity theory. Research will specifically focus on differences in individual motivation to join COASST; follow participants as they enter the program and eventually become central members of the COASST community of practice; and assess the degree to which individual, programmatic and socio-cultural factors contribute to participant retention. A linked independent evaluation will assess the depth of learning individuals experience as a function the training and materials they receive, and amount and type of data they collect. Both research and evaluation components will utilize pre/post surveys, interviews, and longitudinal journaling.
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
This initiative is a collaboration of the University of Massachusetts Amherst, the EcoTarium science museum in Worcester, MA, other scientists and teachers at Clark University in Massachusetts and at Loyola Marymount University in Los Angeles, along with six other museums in New England and California. The project seeks to develop and study a model that would integrate the science research on urban systems into science museum exhibits and programs, starting in this phase in a new "City Science" exhibit space at the EcoTarium. The goal is to learn how to assist citizens in decision-making and shaping a sustainable future for their communities. The work builds on the NSF/SBS-funded Urban Long-term Research Area Exploratory (ULTRA-Ex) network, one of a set of awards by NSF/SBS and NSF/BIO in the area of urban ecology. The exhibit (with four sections: neighborhood design; land use and land cover; urban biodiversity; urban heat island effect) will include activities related to "alternative futures" of cities, will be designed to be updated as new results from this research are produced and also to allow for visitors to respond to survey questions about their city environment that will be used by the researchers. Deliverables will also include an integration of the prototype exhibits with an NSF-funded K-12 urban ecology curriculum (co-PI from Loyola Marymount University), which has already been done with nature centers and would now expand into science museums. The significance of this work includes the growing importance of new research on human/ecology interaction in cities coupled with applications of this research to Public Participation in Science Research (PPSR) and local decisions and choices. It is driven by the future vision of the cities in which the target audience(s) is located. The work in Worcester will focus on reaching underserved audiences, which characterizes much of the city of Worcester, and will include partnerships with local schools and community groups.
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Robert RyanEric StraussColin PolskyAlexander GoldowskyPaige WarrenBetsy Loring
This full scale/collaborative research project targets underserved youth who will collaborate with STEM professionals to co-create community-relevant technology and media content creating a potentially scalable model. App Lab DIY is a collaboration between Youth Radio, the MIT Media Lab's Center for Mobile Learning, and the Mozilla Foundation. There are multiple and well integrated project strategies. Youth working with professionals will design, create, and disseminate original apps that engage users around community issues (e.g. urban wildlife mapping; Community DNA). They will work directly with the MIT Media Lab/Mobile Learning Center to improve App Inventor, an open-source tool. Youth participants will create media content for national on-air and online outlets including NPR. They will design digital badges to validate and document what they've learned creating media and apps. Curricular resources and tools for educators will be created and disseminated to advance STEM learning among underserved youth. Deliverables include: 1) creation of three apps (media-rich, STEM-relevant, community valued) that engage communities; 2) improvements in App Inventor, MIT's open-source tool that democratizes app develop for and by all; 3) radio stories that are integrated with the apps; 4) a multimedia toolkit for informal and formal educators to adapt in their programs; 5) a pilot badging system to mark mastery of skills associated with youth-driven media production and technological innovation; and 6) a research study focusing on the use of app development to drive STEM learning and engagement among underserved youth. Original research will be conducted by an embedded Scholar-in-Residence to inform and advance the field about driving STEM engagement via media/tech innovation. The Scholar-in-Residence will use Participant-Action-Research to inform and improve practice and study the big general questions about how the program works and why. The evaluation will leverage the instruments and methods established in Youth Radio's past NSF grants to study the impact on the youth's skills, knowledge and attitudes. They will also study impacts on two additional audiences: educators using the multimedia toolkit and users of the mobile apps. Approximate 1000 Youth Radio students will participate in the project over the three years through contributions to app development, radio production, and digital badges creation. The multimedia toolkit will be nationally disseminated to STEM educators with a large potential reach.