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resource project Public Programs
The purpose of this three-year collaborative design research project is to examine the role of culture in the development of knowledge and reasoning about the natural world and the subsequent sense-making of and participation in natural resource management. The PIs propose to examine the ways in which culture impacts observational habits, explanation constructing, uses and forms of evidence, and orientations towards socio-scientific challenges such as natural resource management. Collaborating on this project are researchers from the American Indian Center of Chicago, Northwestern University, and the Menominee Indian Tribe of Wisconsin. The audience for this study includes the academic informal science education community and indigenous science educators. This project also offers extensive cross-cultural, cross-disciplinary research opportunities for pre- and post-doctoral research trainees. The project will employ a mixed methods approach and proposes evaluation through an advisory board and community input. A community assessment team is proposed to review activities, obtain feedback from the larger community, and identify challenges to the effective implementation of the program. The project is comprised of two main panels of studies: the first consisting of a series of investigations of learning in everyday activities and the second consisting of two community design experiments that engage two Native American communities and two non-Native communities, one rural and one urban for both communities, in a culturally based citizen science (CBCS) project focused on ecosystem disruption (e.g. invasive species; climate change) and natural resource management. The CBCS project will engage participants in question formation, data collection, data analysis, forming policy recommendations, and citizen action around the findings. This project will develop a citizen science model that effectively engages diverse communities towards productive science learning, helpful scientific data collection, and citizen engagement in community planning and local policy decisions. The researchers believe that fundamental advances in STEM teaching and learning are needed across the broad landscape of learning environments and that the success of such advances may pivot on innovations and discoveries made in informal environments. Insights obtained from prior research on learning in indigenous cultures, especially in biological and environmental sciences, combined with the anticipated results from this study could lead to a deeper understanding of cross-cultural similarities and differences in science learning.
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TEAM MEMBERS: Karen Washinawatok Megan Bang Douglas Medin University of Washington
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.
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TEAM MEMBERS: Miyoko Chu Rick Bonney Steven Kelling Mirek Riedewald Kate Haley Goldman
resource project Media and Technology
The University of Pittsburgh's Center for Learning in Out-of-School Environments (UPCLOSE), the Carnegie Museum of Natural History, and the Robotics Institute at Carnegie Mellon University are building an open access cyberlearning infrastructure that employs super high-resolution gigapixel images as a tool to support public understanding, participation, and engagement with science. Networked, gigapixel image technology is an information and communication technology that creates zoomable images that viewers can explore, share, and discuss. The technology presents visual information of scientifically important content in such detail that it can be used to promote both scientific discovery and education. The purpose of the project is to make gigapixel technology accessible and usable for informal science educators and scientists by developing a robotic imaging device and online services for the creation, storage, and sharing of billion-pixel images of scientifically important content that can be analyzed visually. Project personnel are conducting design activities, user studies, and formative evaluation studies to support the development of a gigapan technology platform for demonstration and further prototyping. The project builds on and leverages existing technologies to provide informal science education organizations use of gigapixel technology for the purpose of facilitating three types of activities that promote participatory learning by the public--Public Understanding of Science activities; Public Participation in Scientific Research activities; and Public Engagement in Science activities. The long-terms goals of the work are to (1) create an accessible database of gigapixel images that informal science educators can use to facilitate public-scientist interactions and promote participatory science learning, (2) characterize and demonstrate the affordances of networked gigapixel technologies to support socially-mediated, science-focused cyberlearning experiences, (3) generate knowledge about how gigapixel technology can enable three types of learning interactions between scientists and the public around visual data, and (4) disseminate findings that describe the design, implementation, and evaluation of the gigapixel platform to support participatory science learning. The project\'s long-term strategic impacts include guiding the design of high-resolution images for promoting STEM learning in both informal and formal settings, developing an open educational resource and science communication platform, and informing informal science education professionals about the use and effectiveness of gigapixel images in promoting participatory science learning by the public.
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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.
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TEAM MEMBERS: Jim O'Leary
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth
resource project Media and Technology
The California Environmental Legacy Project is a new kind of educational media project. Through an integrated package of programs and media resources, it seeks to build public understanding about about environmental change and the deep and inextricable connections we have with the natural world. The Project has three interwoven media programs: "Becoming California," is a two-hour public television documentary that takes a fresh look at our past, present and future relationship with California's changing environment. Produced for a national public television audience, the target for broadcast is summer 2014. The Changing Places Initiative is a package of regional films created for selected state and national parks in California. Produced as standalone and companion programs to the broadcast program, the films are planned for release in park visitor centers beginning in summer 2014. A companion website aims to increase public understanding of environmental change by integrating the project's video program into an engaging and interactive user interface that offers streaming video, educational resources and social networking tools. Audience Research is a key element of the project that guides development of its media and provides feedback on its overall effectiveness. Project partners include California State Parks, the National Park Service and U.S. Geological Survey. KQED-TV in San Francisco is serving as its presenting station for PBS broadcast. The Project is led by team of distinguished scientists, leading educators and award-winning media professionals.
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TEAM MEMBERS: James Baxter Kit Tyler Jeffrey White David Scheerer
resource project Media and Technology
This multimedia project tells the human story of the long, continuing quest to identify, understand, and organize the basic building blocks of matter leading to the Periodic Table of Elements. Project deliverables include a two hour PBS documentary; a website on the Periodic Table and discovery of the elements; a Teacher\'s Guide; and an Outreach Plan led by the St. Louis Science Center and nine other science centers. The target audiences are adults with an interest in science, inner-city youth, and high school chemistry teachers and their students. Partners include Moreno/Lyons Productions, the American Chemical Society (ACS), the Chemical Heritage Foundation; the St. Louis Science Center; and Oregon Public Broadcasting. The national broadcast and outreach activities are intended to complement the International Year of Chemistry (IYC) 2011, furthering the opportunity to enhance the public understanding of chemistry. The goal of the project is to reveal science as an intensely human process of discovery through stories of some of the greatest scientists. The two-hour PBS special will tell a "detective story" of chemistry, stretching from the ancient alchemists to today's efforts to find stable new forms of matter. Among key characters will be Joseph Priestley, Antoine Lavoisier, Humphry Davy, Dmitrii Mendeleev, Marie Curie, Harry Moseley, and Glenn Seaborg. The program will show both their discoveries and the creative process, using reenactments shot with working replicas of their original lab equipment. Interwoven with history will be segments on modern chemical research and the real-world consequences of the discoveries. A two-part Outreach Plan is aimed at engaging inner-city youths through a network of ten science centers led by the St. Louis Science Center and at reaching a broader audience through events, activities, and publications offered by ACS during National Chemistry Week and IYC 2011. The television program is projected to reach three million viewers during its multiple broadcasts over premiere week, increasing to five million or more with subsequent repeat broadcasts and DVD distribution. It is estimated that 6,500 underrepresented urban teens will participate in the hands-on activities in the ten science centers during IYC 2011. The website is intended to become a resource extending the reach and impact of the project for a decade or more. The summative evaluation will assess the extent to which the project accomplishes the goals of enhancing public understanding of chemistry, affecting public attitudes toward chemistry and chemists, and improving the understanding of the nature of science. Three studies will be conducted. The first will be an in-depth evaluation of the program and Web site with a sample of 150 adult PBS viewers using a two-group post-test randomized study design. The second study will evaluate the outreach effort with diverse audiences at the local level prior to and during National Chemistry Week using on site observations, surveys, and interviews to capture participant feedback at local events. The third study will evaluate high school educators' use of the Teacher's Edition & Guide.
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TEAM MEMBERS: Kathryn Dietz Bonnie Waltch Stephen Lyons Judy Kass Barbara Flagg
resource project Public Programs
The Fusion Science Theater National Training and Dissemination Program builds on the success of the Fusion Science Theater (FST) planning grant (DRL 07-32142). Madison Area Technical College, in collaboration with the Institute for Chemical Education at the University of Wisconsin-Madison, the American Chemical Society (ACS) and area science centers and museums will create a national program to disseminate the FST model which directly engages children in playful, participatory, and inquiry-based science learning of chemistry and physics topics. The primary target audience is children aged 4-11, while undergraduate chemistry students, faculty, and formal and informal educators comprise the secondary professional audience. The project will result in the development of a robust, creative, and highly visible national dissemination program. The National Training and Dissemination Program includes three deliverables. First, a Distance Performance Training Program will be developed to teach groups of undergraduate students, faculty, and educators how to perform FST Science Investigation (SI) Shows. The Training Program includes a Performance Training Package and a 3-day Performance Training Workshop. The Performance Training Package will be comprised of training videos, performances videos, scripts, rehearsal schedules, and training exercises. These materials will be pilot tested while training representatives of five groups from around the country to perform SI Shows during the Performance Training Workshop at Madison Area Technical College in summer 2012. Participants will be selected from ACS undergraduate groups, outreach specialists, and museum professionals. Workshop participants then return to their home institutions and lead their groups through the improved Performance Training Package delivered via Moodle, with support from FST team members and social networking tools. The second deliverable is the FST Methods Workshop. The Methods Workshop is designed to teach formal and informal educators to use selected methods (Investigation Question, Embedded Assessment, and Act-It-Out) in their outreach efforts and classroom teaching. Four workshops will be presented at national meetings and at the invitation of colleges, universities, and science centers. Follow-up with workshop participants will be mediated through an online forum to encourage experimentation, modification, and dissemination of a second generation of FST activities. The final project deliverable is the development and implementation of a Promotion and Recruitment Plan to connect professional audiences with FST. The Distance Performance Training Program and workshops will be evaluated using mixed methods, while embedded assessment will be utilized to measure the impact on youth participants attending SI shows to determine the overall effectiveness the Distance Performance Training. This project is designed to have important impacts on STEM education and society. The proposed dissemination program brings innovative models and methods into the hands of informal science education practitioners who can use them to engage local audiences and enhance their own teaching and communication practices. Finally the project offers likely benefits for society through the creation and dissemination of innovative practices to combat science illiteracy, diminishing pools of scientists and engineers, lack of understanding about the nature of science, and the achievement gap that exacerbates these problems. This project could be transformative in informal science education as SI Shows use theater to engage audiences in multiple aspects of science learning. It is anticipated that this project will reach up to 2,500 individuals in public and professional audiences.
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resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman
resource project Public Programs
The Museum of Science, Boston (MOS) and its primary collaborators, the Science Museum of Minnesota (St. Paul, MN) and the Exploratorium (San Francisco, CA), are continuing and expanding the Nanoscale Informal Science Education Network (NISE Net), which has been in operation since 2005. NISE Net has established a national infrastructure of over one-hundred hands-on science centers and universities within seven regional hubs with the goal of fostering public awareness, engagement and understanding of nanoscale science and engineering (NSE). As part of this undertaking, NISE Net partners have: - created a nation-wide set of annual events called NanoDays; - developed dozens of interactive exhibits, media-based products, programs, and public forums based on NSE; - generated new knowledge about the design for learning about NSE, its applications, and societal implications; - produced a network that involves informal educators and researchers; and - developed a Web site for professionals, www.nisenet.org, that includes several resources for educators and researchers, including a catalog of educational products. During the next five years (2010 - 2014), NISE Net will continue to develop new educational products, deepen the involvement of current partnerships in nanoscale informal science education, and expand the number of partners overall to 300 organizations. The advisory committee, content steering committee, regional hubs, and other work groups will continue to develop collaborative relationships between museums and university-based NSE research centers, including Materials Research Science and Engineering Research Centers (MRSECs) and Nanoscale Science and Engineering Centers (NSECs). A Diversity, Equity, and Access group will actively support, foster, and encourage the NISE Net\'s efforts to reach diverse audiences with regard to geography, dis/ability, gender, race/ethnicity, language, and income. Four research studies will be conducted: Partnership and Network, Institutional Change, Learning Progressions, and Evidence-Based Decision Making.
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resource project Public Programs
EDC and the Lawrence Hall of Science propose an intensive, innovative mentoring and professional development model that will build the capacity of community-based organizations (CBOs) to deliver high-quality science and engineering curricula to children in after-school programs. The program's goal is to alleviate two consistent problems of after-school STEM providers: high turnover rate and the ability to lead/teach high quality science activities. The project will put in place a broad network of trainers in three regions of the country, leveraging the expertise and collaboration of two well-established and trusted national informal education networks. The extensive collaboration involves 14 organizations total including nine science centers (of varying sizes), three state 4-H agencies, the National 4-H Council and EDC. The primary audience for this project is the trainers (science center, 4-H, others) who currently (or may in the future) train CBO staff. EDC, LHS, and three "mentor" science centers will supervise these trainings and develop the new PD resources designed to improve the quality of training that CBO staff receive from these and other trainers. The National 4-H Council will help coordinate training and dissemination of products through the 4-H national network Goodman Research Group will conduct formative and summative evaluations of the project. DELIVERABLES: This project will deliver: 1) a model of prolonged training and support to build the capacity of CBOs to lead high quality science and engineering curricula with children; 2) a mentoring model to support and supervise trainers who work directly with CBOs; and 3) professional development tools and resources designed to improve the quality of training delivered to CBO staff. STRATEGIC IMPACT: This project will impact the national after-school professional development field by (a) demonstrating a model for how science-center, 4-H, and other trainers can build the capacity of CBOs to improve the way they lead science and engineering projects with children, (b) nurturing a cadre of mentor institutions to assist others to adopt this capacity-building and professional-development model, and (c) developing professional development tools and resources that improve the quality of training delivered by trainers to CBO staff. COLLABORATIVE PARTNERS: The three "mentor" institutions are: (1) the Lawrence Hall of Science, (2) the Science Museum of Minnesota, and (3) the Boston Children's Museum. The six science centers include (1) COSI Toledo in Toledo, OH; (2) Headwaters Science Center in Bemidji, MN; (3) Providence Children's Museum in Providence, RI; (4) Rochester Museum and Science Center in Rochester, NY; (5) River Legacy Living Science Center in Arlington, TX; and (6) Explora in Albuquerque, NM. The three 4-H partners include (1) 4-H New Hampshire, (2) 4- H Minnesota, and (3) 4-H California.
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TEAM MEMBERS: Charles Hutchison Bernard Zubrowski Charles Hutchison
resource project Media and Technology
The New England Wild Flower Society, in collaboration with the Yale Peabody Museum, Montshire Museum of Science, and the Chewonki Foundation, is implementing the Go-Botany project, a multi-faceted, web-based botany user interface. "Go-Botany: Integrated Tools to Advance Botanical Learning," improves botanical education by opening plant study to a larger and more diverse segment of the population including novices, citizen scientists, and informal science educators. The project is designed to integrate a variety of web tools and mobile communication devices to facilitate learning about botany and plant conservation with a focus on native and naturalized plants in New England. Project deliverables include an online database of New England plants; online keys to over 4,000 species of New England flora; a customizable user interface; My Plants personal webpages; an outdoor exhibit that incorporates mobile resources; training programs for informal science educators and educational programs for the public. Projected impacts include increased attraction to and engagement in botanical learning for public audiences and improved teaching abilities by informal science education professionals through the application of user friendly, digital resources on mobile communication devices. Go-Botany significantly impacts the field of informal science education by changing the way that informal learners learn about plants by removing barriers through the use of free online materials, mentoring, and user created resources. This project is projected to reach over 46,000 youth, adults, and informal educators in workshops and via the Go-Botany website.
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TEAM MEMBERS: Elizabeth Farnsworth Gregory Lowenberg Arthur Haines William Brumback