The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.
Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
Many environmental communication interventions are built on the assumption that increased knowledge will lead to changes in proenvironment behaviors. Our study probes the link between biodiversity-related knowledge and self-reported proconservation behavior, based on the largest and most international study of zoo visitors ever conducted. In total, 6,357 visitors to 30 zoos from 19 countries around the globe participated in the study. Biodiversity understanding and knowledge of actions to help protect biodiversity were significantly related, but only 0.6% of the variation in knowledge of
Dinosaurs have been a very popular science topic since signs of their presence on earth were first discovered. They have represented so-called ‘edutainment’ for some people. Learning from informal sources and in- an out-of-school environment can be effective and motivating. In this study, 12-year-old pupils (N = 366) visited a dinosaur science centre exhibition in Finland. Pupils were tested with standardised tests of motivation as defined by self-determination theory, cognitive skills, and interest via pre-, post-, and delayed post-tests during a six-month period. Findings show that pupils
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TEAM MEMBERS:
Hannu SalmiHelena ThunebergMari-Pauliina Vainikainen
resourceprojectProfessional Development, Conferences, and Networks
The National Science Foundation's (NSF)Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science (NSF INCLUDES) program supports models, networks, partnerships and research to ensure the broadening participation in STEM of women, members of racial and ethnic groups that have been historically underrepresented, persons of low socio-economic status, and people with disabilities.
The University of Akron will convene a two-day conference to develop a backbone organization to support the preparation and advancement of underrepresented minorities K-12 through careers in the biosciences, a high growth area for engineering (biomechanics, biometrics and biomaterials). This conference draws on the expertise of a wide range of organizations, professional associations, K-20+, community based organizations, industry and museums. The intent is to strengthen the network among participants and leverage learning on how to engage youth in the biosciences.
The results of this first conference will be a white paper that will be disseminated to several professional societies that outlines a backbone infrastructure for addressing both short-term and longer-term aspects of an NSF INCLUDES alliance centered on bioengineering, biomechanics, biomedical engineering and biomaterials.
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TEAM MEMBERS:
Brian DavisCarin HelferRouzbeh Amini
Citizen science has proven useful in advancing scientific research, but participant learning outcomes are not often assessed. This case study describes the implementation and tailoring of an in-depth assessment of the educational impact of two citizen science projects in an undergraduate, general education course. Mixed-methods assessment of citizen science within a college classroom demonstrates that public participation in scientific research can positively alter attitudes towards science. The timing and type of assessments yielded significantly different results and qualitative assessment
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TEAM MEMBERS:
Tyler VitoneKathryn StoferM. Sedonia SteningerJiri HulcrRobert DunnAndrea Lucky
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The third season of the national PBS series, SciGirls, is the first national children’s television series and website designed to engage and educate millions of children about citizen science. In each half-hour episode, a female mentor guides a group of ethnically diverse middle school girls as they learn about citizen science protocols and collect and share data for an established citizen science project. In addition to the videos, the SciGirls website presents
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. At 6 national parks, project partners recruit scientists to be part of professional development for park rangers; create a visual library to support STEM learning; bring park rangers up to speed on the scientific research; research the impact of iSWOOP on programs for visitors; and investigate how iSWOOP fuels or sparks visitors’ interest.
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Native Universe (NU) was designed to build institutional capacity in leadership and practice among scientific museums, in order to increase public understanding of environmental change and the human relationship to nature from Indigenous perspectives, while also providing access to science as practiced in the established scientific community.
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Amazon Adventure 3D tells the compelling story of the discovery of biological mimicry by Englishman Henry Walter Bates in the Amazon rainforest more than 150 years ago.
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. DEVISE was conceived to address the need for improved evaluation quality and capacity across the field of citizen science.
“Investigating the Long-term Effects of Informal Science Learning at Zoos and Aquariums” aimed to identify the opportunities for and barriers to researching the long-term effects of informal science learning experiences at zoos and aquariums, and to construct a proposal for a five- to ten-year study as the first attempt to measure those effects. This report summarizes the findings and recommendations of the one-year project, which concluded in November 2015.
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TEAM MEMBERS:
Sarah ThomasNicole ArdoinMurray Saunders