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resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource project Media and Technology
The Experiential Science Education Research Collaborative (XSci) at the University of Colorado Denver has established a museum educator/theater network of eight museums around the country, pairing larger with smaller institutions. The Association of Science-Technology Centers, the NASA Astrobiology Institute, and the Astronomical Society of the Pacific and several other organizations also are collaborators. The primary audience is informal science educators; secondary audiences are museum and science center visitors. The Science Theater Education Programming System (STEPS) is a technology the allows educators to create their own media-enhanced live theatrical presentations of science programs that include dynamic content, interactive virtual characters, and multiple plot-lines and endings to shows. The initial set of theater programs focus on astrobiology, along with a suite of training programs and communication formats for educators. The STEPS technology allows these programs to be delivered both on site and via outreach, depending on the goals of each organization. An in-depth research component is examining the impact of the project\'s designed community of practice structure utilizing team leadership theory in terms of professional identity construction for participating informal educators. Deliverables include: the museum partnership network, the STEPS system and programs, professional development tutorials and workshops, evaluation of the programs, and research products, among others.
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TEAM MEMBERS: Brad McLain
resource project Media and Technology
The Louisiana State Museum and Tulane University/Xavier University Center for Bioenvironmental Research and the University of Rhode Island Graduate School of Oceanography, along with several other research collaborators, designers, evaluators, and the Times-Picayune newspaper are partnering to develop a multi-pronged approach on educating the general public, school children, teachers and public officials on the STEM-related aspects of Hurricane Katrina and its implications for the future of New Orleans and other parts of the country. The major products will be an 8,500 square-foot semi-permanent exhibit, smaller exhibits for Louisiana regional libraries, a comprehensive Web site on hurricanes, a set of studies on informal learning, a case study for public officials about the relevance of science research to policy and planning, teacher workshops, and a workshop for interested exhibit designers from around the country. This project advances the field of informal science education by exploring how museums, universities, and their communities can work together to provide meaningful learning experiences on STEM topics that are critical to solving important community and national issues.
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TEAM MEMBERS: Karen Leathem Douglas Meffert
resource project Media and Technology
The purpose of this Communicating Research to Public Audiences project is to develop a suite of media products to raise awareness about global-warming-induced sea level rise and how scientists study it. The project will focus on Dr. Maureen Raymo's NSF funded research which looks to the Pliocene era thought to be the most recent time in geologic history with a concentration of CO2 in the atmosphere with levels as high as today. The multimedia materials including video footage, photographic images, and audio recordings will be widely distributed on the internet, on kiosks in science centers, and through podcasts. Collaborations with numerous organizations will ensure widespread dissemination of the multimedia materials. Some of the collaborators include Climate Central, a new nonprofit science and media organization; Encyclopedia of Earth, a peer-review, open access electronic reference about the Earth; and Audubon magazine among others. The project will also disseminate its resources through organizations and websites that reach teachers and students in classrooms. Rockman Et Al will evaluate the project impacts conducting both formative and summative evaluations. Focus groups and online surveys will be conducted at various stages providing feedback to the project team as well as a summative evaluation of audience impacts.
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TEAM MEMBERS: Maureen Raymo
resource project Media and Technology
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers The MIT Media Laboratory and UCLA propose to develop and study a new networked, media-rich programming environment, designed specifically to enhance the development of technological fluency at after-school centers in economically disadvantaged communities. This new programming environment (to be called Scratch) will be grounded in the practices and social dynamics of Computer Clubhouses, a network of after-school centers where youth (ages 10-18) from low-income communities learn to express themselves with new technologies. We will study how Clubhouse youth (ages 10-18) learn to use Scratch to design and program new types of digital-arts projects, such as sensor-controlled music compositions, special-effects videos created with programmable image-processing filters, robotic puppets with embedded controllers, and animated characters that youth trade wirelessly via handheld devices. Scratch's networking infrastructure, coupled with its multilingual capabilities, will enable youth to share their digital-arts creations with other youth across geographic, language, and cultural boundaries. This research will advance understanding of the effective and innovative design of new technologies to enhance learning in after-school centers and other informal-education settings, and it will broaden opportunities for youth from under-represented groups to become designers and inventors with new technologies. We will iteratively develop our technologies based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses will serve as a model for other after-school centers in economically-disadvantaged communities, demonstrating how informal-learning settings can support the development of technological fluency, enabling young people to design and program projects that are meaningful to themselves and their communities.
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TEAM MEMBERS: Mitchel Resnick John Maeda Yasmin Kafai
resource research Media and Technology
We examined the durability of students’ understanding of lunar phenomena one year after a combination of planetarium and classroom lessons. Children (N=16) were interviewed before and after instruction during Year 1 and then again one year later. Analysis of the interview results and instruction reveals that many students retained an understanding of some of the key constructs targeted in the program. Results also suggest that students were more likely to learn and remember challenging constructs that they actively engaged with in both the planetarium and the classroom.
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TEAM MEMBERS: Pennsylvania State University Julia Plummer Arcadia University
resource evaluation Media and Technology
This presentation outlines the front-end and formative evaluation of the redesigned Ancient Worlds Gallery at the Milwaukee Public Museum (MPM), set to open in the spring of 2015. The gallery will contain artifacts, props, and interactives pertaining to ancient Near Eastern, Egyptian, Greek, and Roman cultures. The previous MPM exhibition featuring these civilizations was presented chronologically; for this new gallery, six themes have been selected to guide the visitor experience: construction, communion, community, communication, commerce, and conflict. When affiliated with the Institute for
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TEAM MEMBERS: Milwaukee Public Museum Sharisse Butler
resource research Media and Technology
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, Citizen Science, was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long history within the scientific community, engaging the public in ongoing community and environmental surveys to collect data for existing small-scale studies. More recently, citizen science has gained traction as an educational context for teaching and
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TEAM MEMBERS: Deborah Tippins Lucas Jensen
resource research Media and Technology
When it comes to STEM education, the nation’s K–12 public schools cannot do it all. The nature of 21st century proficiency in science, technology, engineering, and mathematics is too complex for any single institution. The good news is that schools do not have to do it alone. Museums, zoos, nature centers, aquariums, and planetariums are among the several thousand informal science institutions in the United States that regularly engage young people in observing, learning, and using STEM knowledge and skills. Providing a richness of resources unavailable in any classroom, informal science
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TEAM MEMBERS: Community for Advancing Discovery Research in Education (CADRE)
resource evaluation Media and Technology
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
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TEAM MEMBERS: WGBH Educational Foundation Sonja Latimore Christine Paulsen
resource research Media and Technology
It is critical that we increase public knowledge and understanding of science and technology issues through formal and informal learning for the United States to maintain its competitive edge in today's global economy. Since most Americans learn about science outside of school, we must take advantage of opportunities to present chemistry content on television, the Internet, in museums, and in other informal educational settings. In May 2010, the National Academies' Chemical Sciences Roundtable held a workshop to examine how the public obtains scientific information informally and to discuss
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TEAM MEMBERS: Tina Masciangioli
resource project Media and Technology
The Global Viewport for Virtual Exploration of Deep-Sea Hydrothermal Vents is a Track 2 project using spherical display systems to educate the public about the global significance of vents in the world's oceans and in the dynamic processes of Earth as a whole. The project is a collaboration between the Woods Hole Oceanographic Institution and the Ocean Explorium at New Bedford Seaport, members of the Magic Planet Community and Science On a Sphere® (SOS) Network, respectively. The proximity of the two institutions enables a unique evaluation of the learning attained with a stand-alone spherical display vs. live presentations with an SOS. The new content for spherical display systems will address key principles of Earth Science Literacy and Ocean Literacy. Imagery and data from research cruises are being used to: show how hydrothermal vents link dynamic processes in the lithosphere, hydrosphere, and biosphere; promote stewardship of life in remote environments; and excite viewers about the deep ocean frontier including exploration, research, and resources. The Global Viewport project is geared towards informal science education but also includes a component for teacher professional development from schools in towns with populations underrepresented in STEM fields. An online portal for content on Google Earth enables virtual exploration of deep-sea vents from home, extending the learning experience beyond a single visit to an informal science education institution. The online content, including interactive learning modules and games, is being promoted to marine educators and scientists at national conferences and through the COSEE social network.
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TEAM MEMBERS: Stace Beaulieu