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resource project Media and Technology
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 education project is a time sensitive opportunity related to the March 9, 2016 Total Solar Eclipse occurring in a remote part of the world located in Waleia in the Federated States of Micronesia, a U.S. affiliated Pacific Island nation. The path of totality is only 100 miles wide and passes through only a few Pacific Island nations ending in Hawaii. This project uses this unique phenomenon to educate a large US and international audience about solar science using multi-platforms with integrated video, social media, and public programs. Project deliverables include the production of a broadcast of the eclipse live from Waleia in the Federated States of Micronesia on March 9, 2016 making it accessible to hundreds of countries and millions of people around the world via satellite and live streaming on the Internet. Additional deliverables include on-site educational programs at science centers and planetariums as well as media resources for long-term use. These resources will enhance the interest and preparedness for additional public engagement when the 2017 eclipse occurs in the U.S. 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 solar physics research by funding the construction of the world's largest solar telescope, the Daniel K. Inouye Solar Telescope which is slated to begin operations in late 2019 and operated by the National Solar Observatory. This new facility will revolutionize researchers' capability to study the Sun and its magnetic fields. This education project leverages that investment 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 worldwide through the Internet.
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TEAM MEMBERS: Exploratorium Robert Semper Nicole Minor Robyn Higdon
resource project Media and Technology
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.
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TEAM MEMBERS: David Caldwell
resource evaluation Media and Technology
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
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TEAM MEMBERS: Planet Earth Television, Inc. Camellia Sanford-Dolly
resource project Media and Technology
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. In this project, Twin Cities Public Television (TPT) will produce Latina SciGirls, a fourth season of the Emmy Award-winning television and transmedia project SciGirls. Latina SciGirls includes six half-hour television episodes of SciGirls filmed in Spanish, showing groups of Hispanic girls and their Latina STEM (Science, Technology, Engineering, Mathematics) mentors investigating culturally relevant science and engineering problems of interest to Hispanic communities across the U.S. Television mentors and girls will be filmed in Hispanic communities in the southwest and southeastern U.S. and represent various cultural backgrounds and ethnicities. TPT will also create a series of family and girl-friendly online role model video profiles in Spanish and English of Latina STEM professionals. In addition to the media components, the project will provide opportunities to connect girls and their families with in-person Latina role models and STEM programming via community outreach in diverse Hispanic communities across the country. The goal of the project is to promote positive STEM identity development in middle school-age Hispanic girls. Hispanic women are the largest group of minority females, constituting 8% of the U.S. population, however, the participation of Hispanic women in science and engineering is significantly low: in 2010, just 2% of all of the scientists and engineers in the U.S. workforce were Hispanic women. The approach to Latina SciGirls is rooted both in research-based strategies proven to engage girls in STEM, and the need to address specific barriers that prevent many Hispanic girls from participating fully in STEM activities. These barriers include lack of STEM identity (girls' perception of themselves as scientists or engineers), limited exposure to STEM role models, and low parental engagement and English proficiency. Research shows that Hispanic girls have high interest and confidence in STEM, and a strong work ethic, but lack support and exposure to STEM professionals. TPT will uniquely leverage the power of national media and outreach to enable Latina STEM professionals to interact with girls and their families both onscreen and in person. Latina SciGirls episodes will be broadcast nationally by PBS and the nation's largest Hispanic network, Univisión, and streamed online at PBSKids.org. Resources will be made available to additional Spanish-speaking communities nationwide through the NSF-funded outreach program, SciGirls CONNECT, and through partnership with the National Girls Collaborative Project. TPT will commission an external research study with the University of Colorado-Boulder, which will test the hypothesis: The SciGirls model, when augmented to address specific barriers to STEM engagement of Hispanic girls ages 8 to 13 and their parents, will promote the development of positive STEM-related identities in Hispanic girls. In this capacity, the study will investigate Hispanic girls' personal experiences engaging with the project deliverables and how those experiences contribute to their STEM-related identity development against cultural and gender-based stereotypes. An external evaluation by Knight-Williams, Inc. will include front-end, formative and summative phases. The front-end evaluation will involve stakeholders in the development of a Spanish language program that features culturally appropriate storylines and showcases Latina STEM professionals. Formative evaluation will include focus groups of girls and families offering their reactions to the appeal and perceived value of the program. Summative evaluation will capture the reach of the broadcast, online components and community events. TPT will disseminate the research and evaluation findings through presentations at national conferences, including the American Education Research Association, National Science Teachers Association, and at www.InformalScience.org. The project's evaluation and research about the complexities of the cognitive and experiential factors that influence Hispanic girls' STEM identity development will contribute to the field's understanding of this subject and the larger efforts of broadening minority women's participation in STEM.
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TEAM MEMBERS: Rita Karl Alicia Santiago Richard Hudson Brenda Britsch
resource project Media and Technology
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.
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TEAM MEMBERS: Michael Horn
resource project Media and Technology
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.
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TEAM MEMBERS: Ruth Kermish-Allen Christine Bevc Karen Peterman
resource research Media and Technology
Informal science education creates opportunities for the general public to learn about complex health and science topics. Tissue engineering is a fast-growing field of medical science that combines advanced chemistries to create synthetic scaffolds, stem cells, and growth factors that individually or in combination can support the bodies own healing powers to remedy a range of maladies. Health literacy about this topic is increasingly important as our population ages and as treatments become more technologically advanced. We are using a science center planetarium as a projection space to
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TEAM MEMBERS: Anna Wilson Laura Gonzalez John Pollock
resource project Media and Technology
Through "Addressing the Science of Really Gross Things: Engaging Young Learners in Biomedical Science Through a Fulldome Planetarium Show and Supporting Curricula," Morehead Planetarium and Science Center at the University of North Carolina at Chapel Hill, in close collaboration with NIH-funded researchers at the UNC and a leading children's book author, will develop an informal science education media project and a suite of hands-on, inquiry-based curricula based on the media project for use in science centers, museums and schools. This project will build the pipeline of future researchers and create awareness of NIH-funded research by generating interest and excitement among children age 9-13 in the health sciences and related careers and building their science content knowledge. To achieve the objective, the investigators will develop a fulldome planetarium show; create correlating curricula for summer camps, afterschool programs, scout programs, science center field trips, science clubs and schools; and produce a DVD highlighting careers in the health sciences. In addition, the project will use several methods to target populations traditionally underrepresented in the biomedical fields, including featuring professionals from underrepresented populations in the multimedia and curricula products, making outreach visits to counties with large populations traditionally underrepresented in health science research careers, and producing a Spanish-language version of the products. The use of a known brand, "Grossology," is an innovative way to connect to children in the target age range and to encourage the informal science education community to embrace health-science content in their fulldome theaters. In addition, the project's hub-and-spoke approach further encourages adoption of this programming by providing informal science venues with both an engaging experience (hub) and the supporting curricula (the spokes) that is necessary to extend the show's potential for having significant educational impact. A strong project team maximizes the project's likelihood for success. The team includes fulldome producers and educators from Morehead and NIH-funded researchers with expertise in appropriate science content areas. In addition, the investigators have created a network of consultants, advisory board members and evaluators that will create feedback loops designed to ensure high-quality, scientifically-accurate, educationally-effective products. The investigators will use a combination of free and revenue-based dissemination strategies to ensure that the products of this award are broadly distributed. These strategies hold significant promise for creating broad use of this project's products in the nation's science centers, museums and classrooms.
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TEAM MEMBERS: Denise Young
resource project Media and Technology
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.
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TEAM MEMBERS: Savina Haywood Ian Van Tets
resource project Media and Technology
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.
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TEAM MEMBERS: Horace-Craig Hellar Mary Kiely
resource project Media and Technology
MEDMYST: Dissemination Phase II A Phase I grant, The Reconstructors Investigate Medical Mysteries, from the National Center for Research Resources (R25 RR15295) funded the creation and field-test of innovative web-based materials targeted for middle school students. The product has come to be known as MEDMYST.It is an episodic adventure series with accompanying classroom activities focusing on infectious diseases and the microbes that cause them. The MEDMYST materials consist of: a) web adventures; b) classroom activities; c) MEDMYST Magazine--all designed to engage students in problem-solving activities not likely to be encountered elsewhere. Each of these components is available free of charge on the web site (http://medmyst.rice.edu) and all components are aligned with the National Science Education Content Standards. An extensive field test involving over 700 students from 9 different schools tested the efficacy of these materials. The results, accepted for publication in American Society for Microbiology's Microbiology Education journal, indicated significant learning gains with exposure to the Internet component of the materials. In this Phase II application, the goals are: 1) To create a network of MEDMYST Dissemination Partners and Lead Teachers whose expertise and training will continue beyond the SEPA funding. 2) To amplify teaching of Infectious Disease related concepts though MEDMYST in middle school classrooms by training a minimum of 1200 teachers, who will teach approximately 150,000 students over a two-year period. 3) To evaluate the impact of MEDMYST teacher training and document the adoption process in classrooms. 4) To continue to promote MEDMYST in a variety of educational settings, such as homes, after-school programs, museums, and with links from other web sites. To accomplish these goals, we have formed partnerships with the University of Washington Educational Outreach, The Minnesota Science Museum, the John P. McGovern Museum of Health ad Medical Science, and the American Society for Microbiology.
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TEAM MEMBERS: Leslie Miller Janice Mayes
resource project Media and Technology
We propose to leverage the power of the Internet and the appeal of on-line gaming environments for middle school students to create a new type of learning resource in science. Case histories of medical discovery will be transformed into "problem- based" multimedia mysteries for students to solve. Through prior research we have developed and field tested a working model for an adventure series that engages middle school students. We propose to extend the model to new content. Assuming the on-line role of a Reconstructor who seeks lost medical knowledge from the past, students will unravel the origins of specific diseases or medical discoveries. The learning objectives for each episode will be multidisciplinary. The goal is to engage students in constructing their own knowledge by participating in virtual experiments, by helping them establish a context for the discoveries, and by understanding issues involved in forming public health policy. An experienced team representing medicine, biology, history of science, education, and information technology will oversee the project, assuring the integrity of the site content, and incorporating cutting edge technology. A process of iterative prototyping, focusing heavily on teachers and students will be employed to make the resource site exciting, educational, and useful in classrooms, in homes, and in museums. The field tests will be conducted in schools, representing a cross-section of the community, assuring appropriate presentation of materials to target populations.
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TEAM MEMBERS: Leslie Miller Janice Mayes