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resource project Media and Technology
The Coalition for Watershed Education, consisting of the Land Access Information Association, Great Lakes Children's Museum, Interlochen Public Radio and Northwestern Michigan College Great Lakes Studies Institute will implement a comprehensive science education project for youth and adults. The major components include: Watershed Discovery field experiences, Soundscapes radio broadcasts, Waterscapes exhibits, a project website, and the expanded Great Lakes Coalition for Watershed Education. Watershed Discovery is a field-based experience for youth ages 11-17. Teams of 6-10 youth will work with mentors who specialize in GPS, GIS, geology and geography to research and collect data on the Great Lakes watershed. These students will also use their new knowledge to produce radio segments as part of the Soundscapes component. Youth teams will be trained to interview sources, gather information and write scripts for use on the local National Public Radio affiliate. The Great Lakes Children's Museum will design a permanent, interactive watershed of 1,500 square feet, as well as a traveling exhibit of 500 square feet for visitors ages 7-12. Other deliverables include "A Community Guide to Watershed-based Science Education" (available in print and CD-ROM), a one-day regional dissemination conference, and an interactive website. Strategic impact will be realized through the development of a novel model for watershed education, its subsequent replication and summative evaluation outcomes. It is estimated that over 40,000 children will be reached by this community-wide initiative.
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TEAM MEMBERS: Joe VanderMeulen
resource project Exhibitions
The Science Museum of Minnesota (SMM) is collaborating with the Museum of Science in Boston (MoS), the North Carolina Museum of Life and Science in Durham (NCMLS), Explora in Albuquerque, the Center for Research in Mathematics and Science Education at San Diego State University (CRMSE), and TERC in Cambridge, MA to develop, create and evaluate "MathCore for Museums," long-term math environments that children can interact with over multiple visits and over several years. The project is prototyping and producing 12 open-source, validated interactive exhibits about proportion: fractions, ratios, similarity, scaling, and percentages, basic concepts for understanding Algebra. The eight best exhibits will be replicated for each MathCore museum and the exhibits will be supported by a limited-access website designed to support and extend repeated use of exhibits and further exploration of ratio and proportion. Selinda Research Associates will conduct a longitudinal evaluation of the project. CRSME will conduct a research study of selected exhibit prototypes to investigate when children start to work on proving relations between similarity and proportion in informal settings, the relationship between children's artwork and mathematical insight, and the roles of bodily activity in learning to see relations in similarity and proportion. Results will be disseminated in peer-reviewed publications, at professional meetings, at the Association of Science and Technology Center's RAP Sessions at the NCMLS, and through the project's website.
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TEAM MEMBERS: J Newlin Ricardo Nemirovsky
resource project Exhibitions
This project will engage underserved Native and non-native youth and adults in environmental science content and awareness through innovative exhibitions and hands-on activities. Traditional ecological knowledge (TEK) and western science will be communicated and promoted within culturally relevant contexts as valuable, complementary ways of knowing, understanding, and caring for the world. The Oregon Museum of Science and Industry (OMSI), the lead institution, and its partner organizations, The Indigenous Education Institute (IEI), The National Museum of the American Indian (NMAI), the Tramastklikt Cultural Institute, the Confederated Tribes of the Umatilla Indian Reservation, the Hibub Cultural Center and Natural History Preserve (Tulalip Tribes) will work collaboratively to develop and deliver all aspects of the project. An estimated 1.5 million Native American and non-Native American youth and adults are expected to be engaged in the project\'s exhibits, website, and activity kits over the five year duration of the project. Native American and non-Native American youth (ages 11-14) and their families from the Portland area and visitors to national science centers, tribal museums, and members of Native American organizations and service providers will be targeted for participation in Generations of Knowledge activities. In addition, the Professional Collaborative component will bring professionals from the partnering organizations to share resources, professional opportunities, and document their collaborative process. OMSI, project partners, Native scientists, tribal museum partner, exhibit developers, advisors, and members of various Native American communities will work collaboratively to develop four integrated deliverables. Each deliverable will be interconnected and designed to accommodate a variety of venues and audiences. Project deliverables include: (a) a 2,000 sq ft traveling exhibition, (b) a small traveling graphic panel exhibition, (c) an online virtual exhibition, (d) an activity kit for Native youth in informal and formal settings, and (e) opportunities and resources for reciprocal collaboration between ISE and Native American partners through a professional collaborative initiative. IEI and advisors from RMC Research and Native Pathways will conduct the external evaluation using a mixed method, community-based participatory research (CBPR) approach. Formative and summative evaluative data will be used to monitor, assess, and inform the project and the extent to which project goals have been met and the intended impacts achieved. The anticipated project outcomes include (but not limited to): (a) an awareness and understanding of the interconnectedness of TEK and western science, (b) a recognition of the relevancy and value of TEK and western science for understanding and caring for the natural world, (c) intergenerational learning and discussions about related TEK and western science issues, and (d) an increased capacity, supported by evidence, among the project team and partners to facilitate reciprocal collaborative efforts. This project builds on a long history of successful NSF/DRL supported work led by OMSI and IEI. It also extends existing traditional ecological knowledge focused work through a culturally contextualized hands-on traveling and virtual exhibitions, a rigorous professional development component, highly visible national partners (e.g., NMAI), and a national reach to over one million Native American and non-Native American youth and adults over a five year period. The project\'s research and evaluation findings will add to the knowledge base on strategies that can be employed to communicate and promote TEK and western science as complementary, valuable was of understanding and caring for the natural world.
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TEAM MEMBERS: Victoria Coats Lori Erickson Nancy Maryboy David Begay Jill Stein
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Larry Davis Vibha Sazawai
resource project Media and Technology
Life on Earth aims to advance (1) public understanding of the history of life on Earth and biodiversity, and (2) our knowledge of how people interact and learn from large interactive science data visualizations on multi-touch displays in public settings. Our multi-institutional project team has developed the DeepTree, the FloTree, and Build-A-Tree (BAT). The focal exhibit, called the DeepTree, utilizing large data sets from four online databases including Tree of Life web project (www.tolweb.org), Encyclopedia of Life (www.eol.org), National Center for Biotechnology Information (https://www.ncbi.nlm.nih.gov/) and Time Tree (www.timetree.org), allow museum visitors to explore the relationships of 70,000 species, spanning over 3.5 billion years of evolutionary history using touch gestures on a large multi-touch computer display. Embedded inside the DeepTree, the "FloTree" encourages exploration of evolutionary processes within a single population. "Build-a-Tree" (BAT) is a multi-level phylogenetic tree-building game. These learning experiences are designed to target core evolutionary concepts and be self-directed, physically interactive, embodied, and collaborative. The Life on Earth exhibit has been installed at California Academy of Sciences in San Francisco, the Field Museum in Chicago, University of Nebraska State Museum in Lincoln Nebraska, and Harvard Museum of Natural in Cambridge Massachusetts. Please visit the Life on Earth website at https://lifeonearth.seas.harvard.edu/ to find more details on publications, and the ongoing learning research and summative evaluation. The Life on Earth project brings together a team of interdisciplinary researchers in human-computer interaction and information visualization, learning sciences, museum exhibit design, cognitive and developmental psychology, and evolutionary biology.
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TEAM MEMBERS: Chia Shen Judy Diamond Harvard University E. Margaret Evans Michael Horn Florian Block Brenda Caldwell Phillips Jim Hammerman Jon Christiansen Amy Spiegel
resource project Exhibitions
This research project, from The University of Central Florida, and the Museum of Science and Industry, investigates a three-cycle research and development process where middle school student learners will be immersed in a mixed reality environment while interacting with functional metaphors to determine the effects of conceptual change, motivation and scientific habits of mind while engaged in learning physics content. The project is guided by the following research questions: How does the opportunity to embody elements of an immersive simulation affect a learner's propensity to experience conceptual change and develop scientific habits of mind? What design features of missed reality environments best support metaphors? What metrics are most effective for assessing learning through body-based metaphors? What are the practical considerations to creating immersive metaphor-based learning experiences in ISE institutions such as a Science Center? The investigators will use a between subjects mixed method approach with middle school students (N = 360) involving three research cycles that are performed in controlled conditions. The multiple iterations will allow modifications to the study's design to dig deeper into the data and afford more careful analysis, revisions and modifications to simulation content, protocol and data collection instruments and the technology installation. Middle school students will be recruited from local schools and the Museum of Science and Industry visitors. The evaluation plan includes the assessment of perceived values of using whole-body metaphors within mixed reality environments to learn physics. Professional audiences, educators and ISE practitioners will assess the impact, design and content associated with research on learning, mixed reality design, science and physics education. Research on understanding the process of using whole-body interactions in a mixed reality environments will help educational researchers and practitioners in the field understand the effectiveness of metaphor based learning of scientific concepts with whole body interactions. This project contributes knowledge about how people learn within informal settings. This theory-driven design approach has the potential for broad implementation in both formal and informal environments.
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TEAM MEMBERS: Robb Lindgren Charles Hughes Michael Moshell Eileen Smith Shaun Gallagher
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Professional Development, Conferences, and Networks
The Oregon Museum of Science and Industry (OMSI) will create a 5,000 sq ft traveling exhibition designed to engage families with children ages 10-14 with concepts of algebra. Access Algebra will increase visitor awareness of the role of algebra in everyday life and help them to develop algebraic thinking skills. This exhibition will travel to 21 science centers, reaching some 3.5 million visitors on its national tour. It will be accompanied by an Educator's Guide, Family Guide, and complementary web activities. Access Algebra incorporates testing and implementation of an innovative model for professional development for museum exhibit, program, and interpretive staff. It links the exhibition tour to training at each venue designed to increase knowledge of algebra concepts and to develop facilitation skills in family math learning. The package includes workshops, training DVD, printed guide, Math Toolkit, and website support. Project partners include TERC, Oregon State University College of Education (OSU), and Blazer Boys & Girls Club (BBGC). The BBGC members will participate in exhibit development over an extended (12-week) period, helping to create an exhibition that will engage a target audience of underserved low-income youth. The strategic impact of Access Algebra derives from the development and testing of effective strategies for engaging audiences in exhibit-based informal math learning, along with increasing the capacity of the field for facilitating these kinds of experiences through a new model for professional development.
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resource project Media and Technology
This two-year project is communicating the results of scientific discoveries produced by an on-going LTER (Long-term Ecological Research) project devoted to understanding the Everglades ecosystem. Specifically, Dr. Heithaus is capitalizing on the discoveries funded through 0620409 (Coastal Oligotrophic Ecosystems Research) about the role of large-bodied, top predators in the Everglades, including bull sharks (Carcharhinus leucas) and American alligators (Alligator mississippiensis). The STEM content of this project is biology, in particular ecology, the environment, and conservation. These results are being communicated via: (1) multimedia exhibit presentations at multiple museums and nature centers in southern Florida, primarily the Museum of Discovery and Science (MODS), located in Ft. Lauderdale near the Everglades and (2) online dissemination of mini-documentaries and other educational components at social media websites and the LTER web site. The target audience for the museum exhibit components includes learners from diverse cultural backgrounds, such as urban family groups reflecting the demographics of southern Florida. This project will also develop a documentary about Everglades ecology that is planned for dissemination on a cable TV channel devoted to natural history. In order to link with formal education, related educational deliverables are being produced for use in science classroom settings (grades 4 through 12) that are aligned with the state science standards and benchmarks. Formative assessment conducted by museum staff and university students will evaluate learning outcomes as they relate to STEM content learning goals. After the two-year funding period, the science learning opportunities produced from the current Communicating Research to Public Audiences (CRPA) project will be sustained as the exhibit travels to other venues and as web deliverables are accessed on-line.
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TEAM MEMBERS: Michael Heithaus
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: Gail Scowcroft Isaac Ginis
resource project Media and Technology
The importance of Ice Stories derives from its creative use of the latest communications media to convey the latest polar research. By teaching scientists to communicate, by establishing a Web site devoted to polar research, Ice Stories humanizes science and brings it to a broad, diverse audience with unprecedented immediacy, thanks to the growth of digital media. This project comes when the stakes—posed by planetary warming— have never been higher, when the techniques of media production have never been more accessible, and when the potential audience—fueled by public concern and IPY activity—has never been larger. The Exploratorium will train scientists as correspondents, shape and channel their work, and create the Web site that will be a major international hub showcasing the range of IPY research and commentary. The training and production phases of the project were field-tested with polar scientists in 2006, and the museum is an experienced producer of Web and live programs from the poles. Ice Stories conceptualizes a new model of communication with great implications for informal science education. Scientists can now bring their research directly to the public, instead of having it filtered through traditional journalistic media. Ice Stories achieves this new model by organizing three innovative components: intensive media training for polar researchers; a museum-based production unit; and the project’s informal-education Web 2.0 portal. Scientist-produced video, audio, photo-essays and blogs will be accessed free via the Web site and such technology platforms as downloadable podcasts, vodcasts, RSS feeds and by posting on popular Web sites and by dissemination through journalistic media. Deliverables include (1.) Correspondent Training—week-long workshops in media for a minimum of 20 scientists in spring and fall 2008. (2.) Productions—STEM content from correspondents, each spending 5-10 hours a week producing from the field. (3.) Media Assets Database—fully accessible correspondent productions plus material from other polar projects and collaborating institutions. (4.) Exhibits—IPY Production Studio at the Exploratorium and project material used internationally in IPY exhibitions. The project design benefits from the museum’s 30 years of making science accessible to visitors, its 22 years of creating professional development courses for educators, and its use of scientists as research guides in previous Webcast projects. Project leaders have polar experience and have collaborative relationships with researchers. Instructors for media workshops include top professionals, and project partnerships encompass major projects at both poles.
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TEAM MEMBERS: Mary Miller Robyn Higdon Mark Andrews
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