Arizona State University will develop new features for its SciStarter website that will expand participation in citizen science and provide rich data for researching the nature of and impacts of citizen science participation. SciStarter is a popular online citizen science hotspot featuring more than 850 searchable citizen science projects, added by researchers and project owners, and serving over 35,000 citizen scientists. The project will develop new features to add to the current website that will enable participants to explore hundreds of citizen science projects and select projects of most interest to them, track their participation, and connect to people and projects they are interested in. The expanded website will also provide rich data that will help citizen science projects evaluate their programs and that will rich data for researchers to investigate the nature of citizen science participation. The website will be widely accessible to the public through partnerships with Discover Magazine, the Citizen Science Association, and other partners. The SciStarter website will develop additional features to expand citizen science participation and to research the nature and impacts of participation. The expanded features will include: (1) an integrated registration for participants to more easily engage in one or multiple citizen science projects, across platforms; (2) GIS implementation for project owners to define the geographic boundaries of projects so participants can find them more easily; and (3) an online, personal dashboard for participants to track their projects, participation, and contributions to science, share and save data, record interests in projects, create profiles, and find people and projects of interest to them. These new features will create opportunities for future research concerning: (1) understanding how citizen scientists use the site and how it responds to their needs and interests, and (2) understanding why, how, and with what impacts citizen scientists participate in research. The project will support the overall strategy of the Advancing Informal STEM Learning Program to enhance learning in informal environments through the funding of innovative resources through a variety of settings. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
This Small Business Innovation Research (SBIR) Phase I project will demonstrate the feasibility of engaging children ages 8 to 13 in the wonders of science and the application of scientific principles through the transmedia SCIENTASTIC! project. The study will also demonstrate that the television series will help students answer questions and solve problems for themselves and their community. The American public supports the advancement of scientific knowledge and our investment in scientific research leads the world. However, Americans are falling behind in educating the next generation of scientists. Late elementary school is an ideal time to capture students' attention and engage them in STEM activities. Using rigorous evaluation techniques we will show that SCIENTASTIC! encourages hands-on learning by exploration, questioning and thinking. The innovative television program and integrated companion resources provide scientific role models and demonstrate the scientific process in an entertaining way. The associated web site, Apps, Web 2.0 repository and teaching aids allow students, teachers, and parents to further explore concepts introduced in the show. Preliminary analysis reveals that the SCIENTASTIC! target audience liked the show, would watch the show and learned from the show. Further analysis will demonstrate that the transmedia approach increases viewer interest and learning. The broader impact/commercial potential of this project will play a transformative role in encouraging students to take STEM courses in college, pursue scientific careers, and become a scientifically informed electorate. By developing the story beyond the story, transmedia SCIENTASTIC! has strong commercial value. Dissemination through public television allows for a potential audience of 250 million people. Commercial and noncommercial sponsorships will be sold with associated on-air credits. Additional direct funding will be sought from industries with interests in promoting science and health literacy. A commercial version of the program will be offered to cable networks on a licensing basis, with DVDs, Apps and study guides sold to schools, homeschoolers, and parents. With a broad and commercially viable dissemination, SCIENTASTIC! will show children the joys of science by demonstrating and engaging in hands-on, team- based learning in real-world contexts. This process will improve student retention and will show that SCIENTASTIC! introduces new ways to learn. The SCIENTASTIC! project will evaluate teaching techniques information that will be shared with policy-makers, educational institutions, and teachers to improve education nationwide. By spreading successful methods for engaging children in math and science, SCIENTASTIC! shoiuld have significant societal benefit creating a generation of scientifically educated decision-makers.
Planet Earth Television (PET) created Scientistic!, a television series that focuses on a young girl's scientific investigations of the world around her. The pilot episode, Sticks and Stones, explored bones and how they heal. A website and iPad app were also developed to supplement the program. REA evaluated the impact of the television program, website, and app on youth's knowledge about and interest in science and specific topics related to bone health and healing. REA recruited youth (grades 1-7) to participate either at home with their families or in a classroom with their teachers. REA
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This project is a time sensitive educational response to the 7.8 magnitude earthquake that struck Nepal on April 25, 2015 and was followed by major aftershocks. This project builds on the intense worldwide interest in that disaster by developing and distributing media resources for the public and educators explaining the scientific research into tectonic and fluvial processes of this highly vulnerable region encompassing the Himalayas of Nepal, the Ganges-Brahmaputra River Delta of Bangladesh and India, and the mountains of northeastern India. Project deliverables include PBS NewsHour broadcasts and online stories, short videos for classroom use, 3D/2D videos for public screenings in museums, Earth Magazine blogs and articles, and DVDs. Making new research understandable and accessible to the public is an important activity of the U.S. research enterprise. NSF is making a substantial investment in earth sciences research to increase knowledge of the conditions and processes that periodically cause earthquakes, landslides, and flooding. This education project leverages those investments and the public interest in the recent Nepal earthquake with a major public engagement opportunity that has the potential for reaching millions of students, teachers, and the public both in the U.S. and in other vulnerable regions.
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
The Cyberlearning and Future Learning Technologies Program funds efforts that support envisioning the future of learning technologies and advance what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that shows the possibilities of the proposed new type of learning technology, and PI teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and that allows them to answer questions about how people learn, how to foster or assess learning, and/or how to design for learning. This project is building and studying a new type of online learning community. The WeatherBlur community allows kids, teachers, scientists, fishermen/fisherwomen, and community members to learn and do science together related to the local impacts of weather and climate on their coastal communities. Members of the community propose investigations, collect and share data, and learn together. WeatherBlur is designed to be a new form of knowledge-building community, the Non-Hierarchical Online Learning Community. Unlike other citizen science efforts, there is an emphasis on having all members of the community able to propose and carry out investigations (and not just help collect data for investigations designed by expert scientists or teachers). Prior research has demonstrated important structural differences in WeatherBlur from other citizen science learning communities. The project will use social network analysis and discourse analysis to measure learning processes, and Personal Meaning Mapping and embedded assessments of science epistemology and graph interpretation skills to examine outcomes. The measures will be used to explore knowledge-building processes and the scaffolds required to support them, the negotiation of explanations and investigations across roles, and the epistemic features that drive this negotiation process. The work will be conducted using an iterative design-based research process in which the prior functioning WeatherBlur site will be enhanced with new automated prompt and notification systems that support the non-hierarchical nature of the community, as well as tools to embed assessment prompts that will gauge participants' data interpretation skills and epistemic beliefs. Exponential random graph modeling will be used to analyze the social network analysis data and test hypotheses about the relationship between social structures and outcomes.
The Next Generation Science Standards (NGSS) identify an ambitious progression for learning energy, beginning in elementary school. To help the nation's teachers address this challenge, this project will develop and investigate the opportunities and limitations of Focus on Energy, a professional development (PD) system for elementary teachers (grades 3-5). The PD will contain: resources that will help teachers to interpret, evaluate and cultivate students' ideas about energy; classroom activities to help them to identify, track and represent energy forms and flows; and supports to help them in engaging students in these activities. Teachers will receive the science and pedagogical content knowledge they need to teach about energy in a crosscutting way across all their science curricula; students will be intellectually engaged in the practice of developing, testing, and revising a model of energy they can use to describe phenomena both in school and in their everyday lives; and formative assessment will guide the moment-by-moment advancement of students' ideas about energy. This project will develop and test a scalable model of PD that will enhance the ability of in-service early elementary teachers to help students learn energy concepts by coordinating formative assessment, face-to-face and web-based PD activities. Researchers will develop and iteratively refine tools to assess both teacher and student energy reasoning strategies. The goals of the project include (1) teachers' increased facility with, and disciplined application of, representations and energy reasoning to make sense of everyday phenomena in terms of energy; (2) teachers' increased ability to interpret student representations and ideas about energy to make instructional decisions; and (3) students' improved use of representations and energy reasoning to develop and refine models that describe energy forms and flows associated with everyday phenomena. The web-based product will contain: a set of formative assessments to help teachers to interpret student ideas about energy based on the Facets model; a series of classroom tested activities to introduce the Energy Tracking Lens (method to explore energy concept using multiple representations); and videos of classroom exemplars as well as scientists thinking out loud while using the Energy Tracking Lens. The project will refine the existing PD and build a system that supports online implementation by constructing a facilitator's guide so that the online community can run with one facilitator.
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TEAM MEMBERS:
Sara LacyRoger TobinNathaniel BrownStamatis VokosRachel ScherrKara GrayLane SeeleyAmy Robertson
The primary purpose of the proposed grant is to support the dissemination and institutionalization of a model of educational partnerships among academic medical centers, undergraduate colleges, and local school systems. This model was created under the umbrella of AAMC's Project 3000 by 2000 . With support from SEPA, during 1994-1997 we will consolidate and extend the accomplishments we achieved under our original SEPA, 1991-1994 (SEPA-I). In 1991, the AAMC began Project 3000 by 2000 . The activities included in this proposal support Project 3000 by 2000 , but are not designed to only recruit students for medical school. Minority underrepresentation in medical schools largely is due to the same fundamental problem that causes minority underrepresentation in health-related Ph.D. programs: an insufficient number of minority students receive adequate academic preparation-especially in the sciences-prior to college. The projects proposed here are designed to address this basic problem and hence promote greater racial and ethnic diversity in all of the health sciences. Eight programmatic activities are proposed, five of which were initiated during SEPA I: (1) The annual publication of the Secondary School Science Minority Achievement Registry (S 3 MAR) , a directory of educational programs for minority students interested in the health sciences and a registry of the students participating in them; (2) NNHeSPA News , the quarterly newsletter of the National Network for Health Science Partnerships ( NNHeSPA) ; (4) An update of the Project 3000 by 2000 Technical Assistance Manual (Volume II); (5) Presentations to a wide variety of groups and strategically targeted customized data analysis. New projects include: (6) NNHeSPA On Line!, a computer bulletin board accessible through the Internet to facilitate ongoing communication among precollege, college and graduate health science educators in NNHeSPA ; (7) S 3 MAR Grapevine , a quarterly newsletter for high school stuents listed in the S 3 MAR ; (8) Intensive regional campaigns to promote health science partnerships in California, Texas, and the South-three areas of the country with large minority populations and severe problems of underrepresentation.
Goals: 1) Increase the number of Alaskans from educationally and/or economically disadvantaged backgrounds, particularly Alaska Natives, who pursue careers in health sciences and health professions and 2) Inform the Alaskan public about health science research and the clinical trial process so that they are better equipped to make healthier lifestyle choices and better understand the aims and benefits of clinical research. Objectives: 1) Pre-med Summer Enrichment program (U-DOC) at UAA (pipeline into college), 2) Statewide Alaska Student Scientist Corps for U-DOC, 3) students (pipeline into college), 4) Facility-based Student Science Guide program at Imaginarium Science Discovery Center, 5) Job Shadowing/Mentorship Program for U-DOC students and biomedical researchers, 6) Research-based and student-led exhibit, demonstration, and multi-media presentations, 7) Professional Development for educators, 8) North Star Website.
In January 2006, the Dolan DNA Learning Center launched its SEPA Phase I project: Inside Cancer, a media-rich internet site that examines the molecular genetic basis of cancer. We now propose a Phase II Project, which will employ a six-part strategy to broadly disseminate the site and evaluate its use as a resource in high school biology and health education. a) A partnership will disseminate the site to 800 secondary science teachers at one-day workshop held at 20 sites nationwide. This cost-effective program will focus on key concepts and relevant teaching standards, and also provide a dedicated base for conducting second-round training and evaluation activities. b) An online Teacher Center will allow teachers to develop custom multimedia lessons based on Inside Cancer materials. Key features will be a Concept Matrix, Lesson Exchange, and Atomizer, which will match content with teaching standards, facilitate a community approach to lesson plan development, and provide a searchable interface of over 3,000 multimedia content "atoms." c) Fellowships will allow three lead faculty to work directly with DNALC staff to develop the Teacher Center and model lesson plans (DNALC Fellows). Eighty workshop alumni will serve as Regional Fellows and receive stipends to conduct second-round training activities reaching 640 additional teachers. d) An annual review will assess fidelity to project objectives and analyze site logs to detect patterns of use. An online survey of 1,500 Inside Cancer users annually will assess differences in site use among teachers, students, science and medical professionals, and the general public. e) A longitudinal evaluation of 1,440 participants in workshops and second-round activities will gauge how teachers use Inside Cancer and the Teacher Center, and how their teaching behavior changes over time. f) A controlled study will compare attitudinal and learning effects among 280 high school students - half of whom use Inside Cancer in their classes an half who don't. Biology and health classes will be selected from a single school district that reflects the ethnic and racial distribution of the U.S. population.
We will develop two CD-ROM based interactive multimedia resources for middle school students, based on print modules from Stanford's Middle Grades Life Science Education Curriculum project, which is funded by the national Science Foundation and Carnegie Corporation of New York. One multimedia title will cover the cardio-respiratory systems, linking the biology of the heart and lung to disease risk and prevention. The other will focus on genetics, cellular, and developmental biology, with applications to human gene therapy and genetic engineering. These new multimedia science education resources will extend the work supported by the U.S. Public Health Service through Stanford's SEPA grant to develop an innovative and highly interactive multimedia resource on athe Nervous System and the Effects of Drugs and Alcohol. Faculty, staff, and science education graduate students in Stanford's Program in Human Biology and School of Education, along with local middle and high school science teacher consultants, will continue to work in partnership with Volotta Interactive Video, a multimedia design and production company in Larkspur, California. Many of the structural design elements created for the first multimedia resource will be used to develop the next titles. These design features will provide a consistency in the human biology multimedia titles, which will make it easier for students and for teachers to use, once they have gained experience with one resource. It also will help lower the development costs for the subsequent titles.
The Internet, specifically the World Wide Web (WWW), has the potential to deliver science education materials directly to classrooms, media centers, libraries and homes. The current application seeks to use this new technology through a collaborative effort of an active scientist and a group of middle school science teachers to develop, disseminate and evaluate educational materials related to neuroscience for use in middle school science classes. This project attempts to introduce new technologies into the science classroom, extend science education to include the information superhighway and increase parental involvement in their children's education. Materials will be integrated with the existing middle school science curriculum and will include l) on-line and off-line experiments and activities covering a range of topics in neuroscience, 2) a "virtal neuroscience laboratory", 3) an Internet neuroscience resource list and 4) a "Neuroscientist Network" consisting of active neuroscientists around the world who will serve as experts answering student questions. All activities will be designed will attention to being self-paced, hands-on, entertaining and to involve Cooperative learning. Both quantitative and qualitative methods will be used to evaluate the usage of the Intemet Neuroscience Resource. It is hoped that this project will serve as a model to other scientists and teachers and to encourage them to develop Internet resources in their own areas of expertise for use in the classroom.