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resource evaluation Public Programs
To inform development of the Curious by Nature exhibit and related programs, staff at the Palo Alto Junior Museum & Zoo (JMZ) wants to hear from parents. Staff are especially interested in the experience of families with children who have special needs. In recent years the JMZ has developed an audience in this community of often close-knit friends and organizations. JMZ is also part of a successful collaboration with Abilities United and PACE (Pacific Autism Center for Education) in which disabled adults volunteer in the Zoo on a weekly basis. The institution’s intimate nature, good design and
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TEAM MEMBERS: Wendy Meluch Palo Alto Junior Museum & Zoo
resource project Public Programs
Backyard Mystery is an NSF-funded curriculum, focused on diseases, pathogens and careers, using interactive paper and physical activities. Content is for middle school participants in afterschool settings, like 4-H and other similar venues. The curriculum engages student interest in genetics and genomics and in the bioSTEM workforce. The curriculum storyline is placed in a familiar setting to students--the backyard--and explores fungi, bacteria, viruses and parasites in a way that is engaging fun and informative. It can be tailored to specific audiences, e.g. participants interested in animal science will gain from focusing on the parasite panel. The curriculum is available in two forms: a combined lesson that brings all of the elements together in one session and another in which the content is broken out into three separate lessons. We would like to share this curriculum with facilitators and educators for both out-of-school time and classroom settings. It is available electronically and free to use. We only ask for users to complete a brief survey to give us feedback, which is helpful for NSF.
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TEAM MEMBERS: Barbara Alonso Peggy G. Lemaux
resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
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TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource project Public Programs
The X-Tech program will bring together the Exploratorium and staff at five Beacon Centers to create an innovative technology program using STEM and IT activities previously tested at the Exploratorium. At each X-Tech Club, two Beacon Center staff and two Exploratorium Youth Facilitators will work with 20 middle school students each year for a total of 300 participants. Youth Facilitators are alumni of the Exploratorium's successful Explainer program and will receive 120 hours of training in preparation for peer mentoring. Each site will use the X-Tech hands-on curriculum that will focus on small technological devices to explore natural phenomenon, in addition to digital imaging, visual perception and the physiology of eyes. Parental involvement will be fostered through opportunities to participate in lectures, field trips and open houses, while staff at Beacon Centers will participate in 20 hours of professional development each year.
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TEAM MEMBERS: Vivian Altmann Darlene Librero Virginia Witt Michael Funk
resource project Public Programs
The Oregon Museum of Science and Industry (OMSI), in partnership with the Native American Youth Association (NAYA), Intel Oregon, the National Park Service, and National Oceanic and Atmospheric Administration, will the expand the existing Salmon Camp Research Team (SCRT), a youth-based ITEST project targeting Native American and Alaskan Native youth in middle and high school. SCRT uses natural resource management as a theme to integrate science and technology and provide students with opportunities to explore local ecosystems, access traditional American Indian/Native Alaskan knowledge, and work closely with researchers and natural resource professionals. The project is designed to spark and sustain the interest of youth in STEM and IT careers, provide opportunities to use IT to solve real world problems, and promote an understanding of the complementary nature of western and native science. The original SCRT project included summer residential programs, spring field experiences, weekend enrichment sessions, parental involvement, college preparatory support, and internship placement. The renewal will increase the IT content for participants by adding an afterschool component, provide opportunities for greater parental involvement, enhance the project website, and develop a SCRT toolkit. Students are exposed to a variety of technologies and software including Trimble GeoExplorer XM GPS units, PDAs with Bluetooth GPS antennae, YSI Multi-Probe Water Quality Field Meters, GPS Pathfinder, ArcMap, ArcPad, Terrasync, and FishXing. It is anticipated that this project will serve 500 students in Oregon, Washington, California, Idaho, Montana, and Alaska, proving them with over 132 contact hours.
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TEAM MEMBERS: Travis Southworth-Neumeyer Steven Tritz Daniel Calvert Nicole Croft
resource evaluation Exhibitions
This report details the findings from an exploratory research study conducted by the Research and Evaluation Department at the Museum of Science, Boston about this exhibition, which came to be known as Provocative Questions (PQ). This investigation was guided by the following questions: 1. Will visitors engage in socio-scientific argumentation in an un-facilitated exhibit space, and are they aware that they are doing so? 2. How do the un-facilitated exhibits impact visitors’ socio-scientific argumentation skills? For the exploratory research study, visitors were cued to use the exhibits and
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TEAM MEMBERS: Larry Bell Elizabeth Kollmann Juli Goss Catherine Lussenhop
resource evaluation Public Programs
In spring 2009, the Denver Museum of Nature & Science (Museum) contracted with JVA Consulting, LLC (JVA) to conduct a comprehensive process and outcome evaluation of the Passport to Health (P2H) program. The Museum designed P2H, originally a three-year program funded by the Colorado Health Foundation (the Foundation), to improve health outcomes for fifth-grade students as well as their families and teachers throughout the Denver metro area. Passport to Health has seven components, designed to complement each other and help the Museum achieve its stated program goals. The seven components
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TEAM MEMBERS: JVA Consulting, LLC Denver Museum of Nature & Science
resource project Media and Technology
The Maryland Science Center, in partnership with SK Films, Inc. received NSF funding to produce a large format, 2D/3D film and multi-component educational materials and activities on the annual migration of monarch butterflies, their life cycle, the web of life at select sites where they land, and the citizen science efforts that led to the monarch migration discovery. Project goals are to 1) raise audience understanding of the nature of scientific investigation and the open-ended nature of the scientific process, 2) enhance and extend citizen science programs to new audiences, and 3) create better awareness of monarch biology, insect ecology and the importance of habitat. Innovation/Strategic Impact: The film has been released in both 3D and 2D 15/70 format. RMC Research Corporation has conducted evaluation of the project, both formatively and summatively, including a study of the comparable strengths of the 2D and 3D versions of the film. RMC has conducting formative evaluation and is currently conducting summative evaluation to assess the success of project materials in communicating science and achieving the project's learning goals. Collaboration: This project employs a collaborative model of partnerships between the project team and the National Science Teachers Association (NSTA), the University of Minnesota's Monarchs in the Classroom and Monarch Watch. Project advisors represent world-renown monarch butterfly research scientists and educators, including Dr. Karen Oberhauser, named a "Champion of Change" by President Obama in June 2013, and Dr. Chip Taylor, founder and director of Monarch Watch at the University of Kansas.
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TEAM MEMBERS: Jim O'Leary
resource project Public Programs
Through programs (including small group conversations, citizen conferences, and public forums) an interactive exhibition, and two research studies that address issues that are fundamental to establishing museums as places of public dialogue and deliberation, this project engages the general public, policymakers, and caregivers in deliberations around the latest early childhood development (ECD) research. It also builds on an increased understanding of the importance of ECD to expand civic engagement around this urgent social issue. The overall goal of the project is to help audiences understand child development, how environment and experiences impact development, and what we as a society can do to support our youngest citizens. Specifically, audiences explore: How the brain develops from birth until kindergarten (or age five); how a child's environment and experiences sculpt the brain, with some experiences enhancing the child's self-control and learning, and other experiences that actually impede development; and what the project audiences can do to ensure that all children have a strong foundation to learn and thrive.
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TEAM MEMBERS: Laurie Fink Sara Benning Kirsten Ellenbogen Karen Cadigan Amy Susman-Stillman Sara Langworthy
resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman
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
resource project Public Programs
The Ocean Institute (OI), in partnership with Scripps Institution of Oceanography (Scripps), Capistrano Valley Boys & Girls Clubs (BGC) and the Institute of Electrical and Electronics Engineers (IEEE), is developing "SeaTech," a multi-year, Youth-based ITEST program providing 120 female and minority middle and high school students from underserved populations with 391 contact hours of information technology (IT)-intensive oceanographic research experiences. SeaTech content focuses on understanding the acoustic behaviors of whales and dolphins, specifically, sound production, noise impacts and acoustic population census in California, the Bering Sea and the Southern Ocean. SeaTech offers a two-year core program for 13 & 14 year olds consisting of a "Breadth of Exposure" phase and a "Depth of Skills" phase totaling 299 hours. The core program has three distinct elements -- after-school clubs, field explorations and summer research institutes -- and is augmented with efforts before and after: an Early Pipeline Development phase (52 hours) for youth age 12, and Internships (40 hours) for youth age 15. The three-year ITEST grant will host three cohorts of 40 participants each. Each youth participant will receive 391 total contact hours. Through efforts directed at parents, SeaTech anticipates involving 60 parents in about 80 hours of activities each year. Coordinated through and with the expertise of Capistrano Valley BGC, recruitment will include orientation and information programs, a bilingual brochure and direct efforts by BGC staff. In addition, recruitment will happen from local schools. INTELLECTUAL MERIT: IT-based studies of marine mammal bio-acoustics will 'hook' student interest in after-school clubs, field explorations and summer research institutes. SeaTech advances understanding of the role of broader pipeline development in addressing chronic recruitment and retention problems in teen-targeted IT programs. BROADER IMPACTS: SeaTech programming has been meticulously and demonstrably integrated into the afterschool programming at the BGC. The SeaTech Club provides organizational structure to the teen activities at the BGC; however, the IT curriculum is also integrated into two nationally renowned extant structures called Career Launch and Club Tech. Findings from the project's examination of recruitment, retention and parental involvement will have broad implications to the field of informal science education.
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TEAM MEMBERS: Harry Helling Kelly Reynolds John Hildebrand Candice Dickens