Skip to main content

Community Repository Search Results

resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
DATE: -
TEAM MEMBERS: Aroutis Foster
resource project Public Programs
By engaging diverse publics in immersive and deliberative learning forums, this three-year project will use NOAA data and expertise to strengthen community resilience and decision-making around a variety of climate and weather-related hazards across the United States. Led by Arizona State University’s Consortium for Science, Policy & Outcomes and the Museum of Science Boston, the project will develop citizen forums hosted by regional science centers to create a new, replicable model for learning and engagement. These forums, to be hosted initially in Boston and Phoenix and then expanded to an additional six sites around the U.S., will facilitate public deliberation on real-world issues of concern to local communities, including rising sea levels, extreme precipitation, heat waves, and drought. The forums will identify and clarify citizen values and perspectives while creating stakeholder networks in support of local resilience measures. The forum materials developed in collaboration with NOAA will foster better understanding of environmental changes and best practices for improving community resiliency, and will create a suite of materials and case studies adaptable for use by science centers, teachers, and students. With regional science centers bringing together the public, scientific experts, and local officials, the project will create resilience-centered partnerships and a framework for learning and engagement that can be replicated nationwide.
DATE: -
TEAM MEMBERS: Dan Sarewitz
resource project Public Programs
Recharge the Rain moves sixth through twelfth grade teachers, students and the public through a continuum from awareness, to knowledge gain, to conceptual understanding, to action; building community resiliency to hazards associated with increased temperatures, drought and flooding in Arizona. Watershed Management Group with Arizona Project WET will utilize NOAA assets and experts from the National Weather Service and Climate Assessment for the Southwest (CLIMAS) to inform citizens and galvanize their commitment to building a community, resilient to the effects of a warming climate. Project activities will be informed by Pima County’s hazard mitigation plan and planning tools related to preparing for and responding to flooding and extreme heat. Starting January 2017, this four-year project will 1) develop curriculum with Tucson-area teachers that incorporates systems-thinking and increases understanding of earth systems, weather and climate, and the engineering design of rainwater harvesting systems 2) immerse students in a curricular unit that results in the implementation of 8 teacher/student-led schoolyard water harvesting projects, 3) train community docents in water harvesting practices and citizen-science data collection, 4) involve Tucson community members in water harvesting principles through project implementation workshops, special events, and tours, and 5) expand program to incorporate curriculum use in Phoenix-area teachers’ classrooms and 6) finalize a replicable model for other communities facing similar threats. Environmental and community resiliency depends upon an informed society to make the best social, economic, and environmental decisions. This idea is not only at the core of NOAA’s mission, but is echoed in the programs provided by Watershed Management Group and Arizona Project WET.
DATE: -
TEAM MEMBERS: Catlow Shipek
resource project Media and Technology
Purpose: Purpose: This project team will fully develop and test Teachley Connect, a platform that syncs a variety of third-party math games to give elementary schools formative assessment data and intervention support. Mobile math games provide opportunities for students to access educationally-meaningful content in and out of the classroom and to supplement instruction. There are a number of examples of math apps that show promise for supporting and assessing student learning in different areas of mathematics, yet few apps in the marketplace provide meaningful data that teachers can use. Many games provide an overall score at the end of the session, but do not help teachers know what skills students are struggling with or how to provide additional support.

Project Activities: During Phase I, (completed in 2015), the team developed a prototype of Teachley Connect, which enables the secure transfer of game and learning data between third-party math games and the Teachley servers. At the end of Phase I, researchers completed a pilot study with 20 students and two teachers and demonstrated that the prototype operated as intended with important trends indicating that the system promotes student engagement and less time spent seeking help. In Phase II, the team will add additional third party math apps to the platform, strengthen the backend management system to tag user game-play data, and build out the teacher reporting dashboard to inform instruction and identify apps to address particular student and class needs. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Teachley Connect for teachers to use formative assessment data to inform classroom practice, select apps to address individual student needs, and support student math learning. The study will include 12 (grade K to 3) classrooms and randomly assign them into one of three groups: 1) apps only, 2) Teachley-enabled apps, or 3) Teachley-enabled apps + data. Researchers will compare pre-and-post scores of student's math learning, classroom observations, and teacher surveys/interviews.

Product: Teachley Connect will be a mobile tablet-based platform that uses games to give elementary schools rich formative assessment data and intervention support. Teachley Connect will permit students to continue playing exactly where they left off on any tablet. The platform will also connect apps into a single teacher dashboard, providing teachers detailed reports on student performance across games, with insights for informing individual or whole group instruction. The platform will include teacher resources to support the alignment of game play with learning goals and to support implementation.
DATE: -
TEAM MEMBERS: Kara Carpenter
resource project Media and Technology
Purpose: The team will fully develop and test three puzzle-based math games that adaptively assess and support student learning in middle school classrooms. A principle objective of middle school math is to prepare students for more complicated and advanced STEM topics, providing the foundation for a wide variety of college majors and careers. Students who struggle in math in grade 5 and 6 are more likely to show deficits as coursework turns to topics in algebra. However, in many classrooms, commonly used progress monitoring instruments often do not adjust in ease or difficulty based on student performance, and do not provide data teachers can use to tailor instruction to meet the needs of students.

Project Activities: During Phase I (completed in 2015), the team developed a prototype of an adaptive engine for Wuzzit Trouble, a previously developed app where players rotate a virtual wheel to solve puzzles by applying number sense mathematical strategies. The engine tailors gameplay to the skill level of individual students in real time, providing tips and support to students having difficultly or by making challenges more difficult for those who master puzzles. The research team conducted a pilot study at the end of Phase I in order to test the prototype. A little more than 200 grade 5 and 6 students and six teachers participated over two weeks. Researchers found that the prototype functioned as intended and that teachers successfully used the game before, during, and after class as a supplement to instruction. They learned that 65% of students enjoyed using the prototype and 46% indicated that the game adjusted to the right level of difficulty during gameplay. In Phase II, the team will develop two new games on topics including algebraic thinking and problem solving, will strengthen and validate the adaptive engine, and will build out the dashboard to report formative and summative assessment results. After development is complete, the researchers will carry out a larger pilot study to assess the usability and feasibility, fidelity of implementation, and promise of the three games to improve student learning over a 9-week period. Thirty-two grade 5 and 6 math classrooms from 16 schools will participate. One classroom from each school will be randomly assigned to use the games and half will continue with business-as-usual procedures. The researchers will compare pre-and-post scores for student learning on standardized measures of pre-algebra topics. They will also track teacher implementation.

Product: The final product will include a suite of three app-based puzzle games aligned to national math standards for number sense, algebraic thinking, and problem solving. The games will be designed for use in grade 5 and 6 classrooms where students develop and apply content expertise to solving challenges. The games will include an adaptive engine that assesses and adjusts content based on student level of performance, a back-end system to organize data, and a reporting dashboard to present measures of student performance, persistence, and creativity. The project team will also develop teacher resources for suggesting how to incorporate games and activities into classroom instructional practice to reinforce lesson plans and learning.
DATE: -
TEAM MEMBERS: Randy Weiner
resource project Media and Technology
Purpose: This project team will fully develop and test SuperChemVR, a virtual environment integrated within a Virtual Reality (VR) headset for an immersive exploration of a chemistry lab. While chemistry labs offer the benefits of hands-on experimentation to help students learn abstract concepts, they are costly to maintain, supervise, and pose safety risks. Virtual chemistry labs for computers and tablets allow students to explore chemistry safely with unlimited resources, and provide immediate feedback and automated assessments, but these "point-and click" experiences are not immersive or hands-on. Immersive VR allows users to fully experience an interactive, 3-Dimensional 360-degree environment.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype of SuperChemVR, including a virtual chemistry lab environment within which students immerse themselves while wearing a VR headset. At the end of Phase I, researchers completed a pilot study with 54 students and three teachers. Results demonstrated that the hardware and software prototype operated as intended, teachers were able to integrate it within the classroom environment, and students were engaged while using the prototype. In Phase II, the team will add content modules and a gameplay narrative to the platform, build the automated feedback mechanism, strengthen the back-end management system, and build out the teacher reporting dashboard. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the SuperChemVR for improving student learning in chemistry. The study will include 10 high school chemistry classrooms, half randomly assigned to use SuperChemVR and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of student's chemistry learning.

Product: SuperChemVR is a room-scale VR lab and learning game for high school chemistry students. While wearing a VR headset, students will be immersed in a simulated chemistry 3D-environment where they will be challenged to acquire basic lab and safety skills. Through actual, accurate measurement and experimentation, students will improve their understanding of chemistry practices as they learn using science to solve problems. VR will enhance students' chemistry experience by providing instant cleanup, access to infinite resources, and observations at exponentially larger and smaller scales while simulating accurate physical actions in a safe environment. In the game component of the intervention, students will participate in an outer-space adventure that takes place on a derelict spaceship requiring players to use chemistry to survive until they can be rescued. SuperChem VR will be used in the classroom by teachers as a demonstration tool, will provide implementation supports, and will provide teachers with reports on student performance.
DATE: -
TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: This project team will fully develop and test an open online platform that posts student-led engineering project challenges for Kindergarten to grade 12 classrooms. Research demonstrates that improved attitudes towards engineering in elementary and middle school are imperative to increase the pursuit of STEM degrees and careers. This project intends to address a shortage of tools and curricula in K-12 engineering today, in order to meet the learning objectives new the Next Generation Science Standards and to engage students in STEM.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype, including a content management platform to host challenges on a broad range of STEM topics, such as computer coding, digital modeling, or producing simulations. At the end of Phase I, researchers completed a pilot study with 100 students and two teachers. Results demonstrated that the prototype operated as intended, that students were highly engaged with challenges on the platform, and that teachers were able to incorporate challenges within instructional practice. In Phase II, the team will refine the landing page, further develop the system architecture to accommodate a larger number of challenges, and upgrade the teacher portal to build capacity for the effective integration into instructional practice. After development is complete, the research team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and promise of the platform to improve learning. The study will include 40 high school classrooms with a minimum of 25 students per class. Half of the classrooms will be randomly assigned to use the platform to conduct a challenge and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of students' science and engineering self-assessments, which measure ability to engage in science and engineering practices such as asking questions, modeling, planning and carrying out investigations, analyzing data, and constructing explanations, as well as content-specific measures depending on the specific challenge with which classes engage.

Product: The project team will develop a platform that will facilitate design challenges in K-12 classrooms across STEM academic topics and career paths within the field of engineering. The platform will enable classes to post their projects to the site and for other classes around the country to participate in the project. Each challenge (and the associated education resources curated for that challenge) will be publicly displayed on the Future Engineers platform and offered free for student participation and classroom facilitation. The content management system will be developed to enable the platform to host a high volume of challenges simultaneously and will allow for a diverse array of student-generated submissions. The platform will also include teacher resources to support the alignment of game play with learning goals and to support implementation.
DATE: -
TEAM MEMBERS: Deanna Belle
resource project Media and Technology
Purpose: This project team will fully develop and test Cyberchase Fractions Quest, a web-based mathematics game for students in grade 3 and 4. Research shows that inadequate understanding of fractions can persist from early grades through higher education, and that success in fractions predicts future success in mathematics and other STEM subjects.

Project Activities: During Phase I (completed in 2016), the team developed a prototype of Cyberchase Fractions Quest, including an interactive number line game with four levels of challenges, and a tool to scaffold learning through hints and provide encouragement as students progress. At the end of Phase I, the research team conducted a pilot study over one week with 60 grade 4 students, half of whom were randomly assigned to use the prototype and half assigned to paper-based fractions activities. Results revealed that the prototype functioned as intended, that students were engaged during gameplay, and that from pre- to post-test, students using the prototype increased significantly in their knowledge of number line problems compared to the control group. In Phase II, the team will finalize the design, artwork, and animation, the formative and summative assessment component, and learning management system. After development is complete, the researchers will carry out a pilot study to assess the usability and feasibility, fidelity of implementation, and promise of the game to improve student learning of fractions over a 5-week period. The study will include four classrooms of grade 3 students, two of which will be randomly assigned, to use the games to supplement in-class lessons while the others will use paper-based activities. The researchers will compare pre-and-post scores for student learning of fractions. The study will also track teacher implementation.

Product: The final product is Cyberchase Fractions Quest—a math game based on the storyline of PBS children's television series, Cyberchase. In the game, students in grades 3 and 4 will apply learning fractions within three contexts: areas and regions (such as shapes), sets (groups of objects), and on a number line. The game will identify specific areas where students struggle and will introduce challenges to support individualized learning. Similar to other popular game apps, student will receive immediate feedback from one to three stars based on how well they perform on each challenge as well as in-game rewards as they progress toward mastery. The game will include teacher resources for classroom implementation, and an educator dashboard presenting results.
DATE: -
TEAM MEMBERS: Gary Goldberger
resource project Media and Technology
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
DATE: -
TEAM MEMBERS: Heidi Ballard Alison Young Lila Higgins Lucy Robinson Christothea Herodotou Grant Miller
resource project Public Programs
Science researchers and practitioners are often challenged by how best to assess the effectiveness of science activities on young children whose language skills are still emerging. Yet, research has demonstrated the critical importance of early learning on individual potential. Building on evidence that movement is tightly intertwined with thinking, this project will investigate how thought and movement link as embodied learning to accelerate science understanding. Research will be conducted in the United States (US) and the United Kingdom (UK) with the aim to gather evidence for embodied interactions during science learning and articulate design principles about how museum exhibits can most effectively encourage cognitive and physical engagement with science. Such guidelines are largely absent in the field of informal STEM learning, and so this project seeks transformational change in how learning is understood and recognizes that changes in knowledge can be developed and revealed through body-based movements as well as verbally. Such a view is critically important given that many early learners communicate understanding through nonverbal channels before verbal. Research will be conducted with a diverse population of children and will explore the application of embodied learning to communities that are underrepresented in STEM. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences. During a 3-year period, researcher-practitioner teams across six museum sites will collaboratively investigate the links between movement and learning outcomes at selected science exhibits designed for young learners. Research activities will involve iteration and refinement of new instruments and protocols, through analysis of observed and automated capture of interaction data, and synthesis and interpretation of data. A design-based research methodology will be applied to address three key questions: 1) What elements of sensory and action experiences are key to informing the design of exhibits that aim to exploit embodied interactions for learning; 2) What is the role of bodily enactment /gestures in assessing children's understanding of science concepts; and 3) What cultural differences in kinds of embodied engagement emerge across diverse museum settings? Video and audio data of 400 children's exhibit interactions will be collected. Pre/post semi-structured interviews will be conducted with a subset of these participants and will focus on children's understanding of relevant science concepts as well as personal reflections on their physical and emotional experience engaging with the exhibit. This project would raise awareness of embodied approaches to learning as well as build stronger collaborations between informal STEM educators and cognitive researchers. Utilization of informal and formal dissemination networks will support wide diffusion of project outcomes. This is critically important given strong evidence pointing to the impact of preschool education in underserved populations, and ongoing national efforts by the US and UK to improve the quality of STEM learning in preschool contexts.

Project partners supported by NSF funding include The Phillip and Patricia Frost Museum of Science, University of Illinois Urbana Champaign, The Children's Museum of Indianapolis, andSciencenter (Ithaca).

Partners supported by the Wellcome Trust include University of Edinburgh, University College London, Glasgow Science Centre, Science Museum London, and Learning through Landscapes.
DATE: -
TEAM MEMBERS: Judy Brown H Chad Lane Susan Foutz Andrew Manches Sharon Macnab sara price University of Illinois, Urbana-Champaign The Children's Museum of Indianapolis Cheryl Juarez
resource project Public Programs
One way to encourage youth to pursue training in the STEM fields and enter the STEM workforce is to foster interest and engagement in STEM during adolescence. Informal STEM Learning Sites (ISLS) provide opportunities for building interest and engagement in the STEM fields through a multitude of avenues, including the programming that they provide for youth, particularly teens. Frequently, ISLS provide opportunities to participate in volunteer programs, internships or work, which allow teens both to learn relevant STEM knowledge as well as to share that knowledge with others through opportunities to serve as youth educators. While youth educator programs provide rich contexts for teens to engage as both learners and teachers in these informal STEM environments, research to date has not yet identified the relationship between serving as youth educators and STEM engagement. Thus, the goal of this project is to document the impact of youth educators on visitor learning in ISLS and to identify best practices for implementing youth educator programs. The project studies STEM interests and engagement in the youth participants and the visitors that they interact with at six different ISLS in the US and UK. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

This project examines youth educator experiences related to STEM identity, educational aspirations, and motivation. The project also identifies outcomes that the youth educators have on visitors to ISLS in terms of knowledge, interest, and engagement in STEM. The specific aims are: 1) Outcomes for Teens - To measure the longitudinal impact of participation in an extended youth educator experience in an ISLS; 2) Outcomes for Visitors - To compare visitor engagement with and learning from exhibits in ISLS when they interact with a youth educator, relative to outcomes of interacting with an adult educator or no educator; and 3) Outcomes Across Demographics and STEM Sites - To examine differences in visitor engagement based on participant characteristics such as socio-economic status (SES), age, gender, and ethnicity and to compare outcomes of youth educator experiences across different types of ISLS. This research, which draws on expectancy value theory and social cognitive theory, will follow youth participants longitudinally over the course of 5 years and use latent variable analyses to understand the impact on the youth educators as well as the visitors with whom they interact. Importantly, the results of this research will be used to develop best practices for implementing youth educator programs in ISLS and the results will be disseminated to both academic and practice-based communities.

This project has clear and measurable broader impacts in a variety of ways. First, the project provides guidance to improve programming for youth in ISLS, including both the sites involved directly in the research and to the larger community of ISLS through evaluation, development, and dissemination of best practices. Additionally, this project provides rigorous, research-based evidence to identify and describe the outcomes of youth educator programs. This study directly benefits the participants of the research, both the visiting public and the youth educators, through opportunities to engage with science. The findings speak to issues of access and inclusivity in ISLS, providing insight into how to design environments that are welcoming and accessible for diverse groups of learners. Finally, this project provides evidence for best practices for ISLS in developing programs for youth that will lead to interest in and pursuit of STEM careers by members of underrepresented groups.
DATE: -
TEAM MEMBERS: Adam Hartstone-Rose Matthew Irvin Kelly Lynn Mulvey Elizabeth Clemens Lauren Shenfeld Adam Rutland Mark Winterbottom Frances Balkwill Peter McOwan Katie Chambers Stephanie Tyler Lisa Stallard
resource project Professional Development, Conferences, and Networks
The National Science Foundation (NSF) Climate Change Education Partnership Alliance (CCEPA) is a consortium made up of the six Phase II Climate Change Education Partnership (CCEP-II) program awardees funded in FY 2012. Collectively, the CCEPA is establishing a coordinated network devoted to increasing the adoption of effective, high quality educational programs and resources related to the science of climate change and its potential impacts. The establishment of a CCEPA Coordination Office addresses the need for a coordinating body that leverages and builds upon the CCEPA projects' individual initiatives. The CCEPA Coordination Office facilitates interactions to leverage a successful network of CCEP-II projects and individuals engaged in increasing climate science literacy. The efforts of the Coordination Office advance knowledge and understanding of how to effectively network related, but different, projects into a cohesive enterprise. The goal is to coordinate a functional network, where the whole is greater than the sum of the parts.

The CCEPA Coordination Office at the University of Rhode Island is helping to move the CCEPA network forward on a number of key initiatives that strengthen it, reduce duplication, and enhance its overall impact. An important role of the Coordination Office is the facilitation of the transfer of best practices between projects. An effective network forges collaborations and establishes communities of practice through network working groups, building intellectual capital network-wide. The CCEPA Coordination Office has a key role in assisting the CCEPA project PIs and staff to disseminate the results of their work. Partnerships with other relevant societies and organizations assist the Coordination Office in identifying opportunities and synergies for sharing, disseminating, and leveraging network products as well as best practices that emerge as Earth system science education models and tools are evaluated. This endeavor broadens the collective impact of the individual projects across the country.
DATE: -
TEAM MEMBERS: Gail Scowcroft