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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource project Media and Technology
This four-year research study will investigate families' joint media engagement (JME) and informal STEM learning while listening to the child-focused STEM podcast, Brains On! Prior research has shown that the setting where families most often listen to this podcast together is the family automobile as children are being driven to school, on road trips, or other activities. Brains On! is rooted in the mission-driven principle of public radio to educate and inspire. The target audience is children 5-12 years old and their parents or caregivers. Each episode ranges from 20-45 minutes in length and presents ideas from a variety of STEM disciplines such as physics, chemistry, biology and engineering featuring sound-rich explanations of concepts through fun skits, original songs and interviews with scientists. The episodes use a light-hearted, humorous approach to share oftentimes complex STEM information. To provide an interactive experience, hosts encourage the audience to participate with the show by sending in drawings, emailing photos of plants and animals, or posing questions to be answered in future episodes. Every episode is co-hosted by a different child who interviews top scientists about their work. The scientists are selected to be representative of the range of topics presented and are meant to serve as role models for the listeners and demonstrating a wide range of career options in the STEM field.

The research adds to the social learning theory of joint media engagement (JME) which has shown that interactions between people sharing a media experience can result in learning together. Recent work on Joint Media Engagement has focused on parent/child interactions with television/video in the home. But little is known about how families engage with children's STEM podcasts together and what learning interactions occur as a result. Even less is known about this engagement within an automobile setting. This research project will build new knowledge filling a gap in the informal STEM learning field. It will use a mixed-methods research design with three phases of research to answer these questions: 1) How does the Brains On! podcast mediate STEM-based joint media engagement and family learning in an automobile setting? 2) What does STEM based joint media engagement and family learning look and sound like in this setting? 3) How do "in-automobile" factors foster or impede STEM-based joint media engagement and family learning? Phase 1 is a listener experience video study of 30 families listening to the Brains On! episodes. Phase 2 is video-based case studies of the natural automobile-based listening behaviors of eight Phase 1 families. Phase 3 is an online survey of Brains On! listeners to understand how representative the findings from Phases 1 and 2 are to the larger Brains On! Research. Results will be shared widely with key audiences that can use the findings (media developers, ISE practitioners, ISE evaluators and researchers, and families). It will also make an important contribution to the Joint Media Engagement literature and the ISE field.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Amy Grack Nelson Molly Bloom
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource evaluation Media and Technology
This report describes an evaluation of two educational programs that Iridescent offered with a grant from the National Science Foundation. These two programs were developed for youth and their families and were organized around open-ended Engineering Design Challenges. These are hands-on problem-solving activities supported by a web-based platform known as the Curiosity Machine. The Curiosity Machine and the Design Challenges were designed to work together to engage learners in fundamental physics and engineering concepts in fun and open-ended ways, while enhancing their curiosity, creativity
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TEAM MEMBERS: Tara Chklovski Daniel Hickey
resource evaluation Media and Technology
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
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TEAM MEMBERS: WGBH Educational Foundation Sonja Latimore Christine Paulsen
resource project Media and Technology
The Magnet Lab has a strong commitment to education. Through the Center for Integrating Research & Learning, the lab supports educational programming at all academic levels: K-12, technical, undergraduate, graduate and postdoctoral. Please explore the links listed to the left to find out more about the depth of our educational resources for the community, for teachers and for students as well as our unique research offerings. Our programs are designed to excite and educate students, teachers and the general public about science, technology and the world around them. All of our programs are developed in close collaboration with research scientists and educators. Housed at and partly funded by the MagLab, the Center is uniquely positioned to take advantage of the excellent resources, connections, world-class facilities and cutting-edge science the lab has to offer. We also receive generous support from the National Science Foundation and the State of Florida. The Center maintains a rigorous research agenda designed to investigate how Center programs and materials affect teachers and students. Our Mission Statement is to expand scientific literacy and to encourage interest in and the pursuit of scientific studies among educators and students of all ages through connections between the National High Magnetic Field Laboratory and the National Science Foundation, the community of Tallahassee, the State of Florida and the nation.
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TEAM MEMBERS: Roxanne Hughes
resource evaluation Media and Technology
In 2012, Concord Evaluation Group (CEG) conducted an evaluation of the impact of Peep and the Big Wide World (Peep) resources on Spanish-speaking families with preschool-aged children. The three-pronged evaluation included a National Family Study in which 112 Spanish-speaking families who used the Peep resources were compared to Spanish-speaking families who did not use the Peep resources. It also included an In-Depth Family Study -- an experiment conducted in the metro Boston area in which 36 Spanish-speaking families who used the Peep resources were compared to Spanish-speaking families who
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TEAM MEMBERS: Christine Paulsen WGBH
resource evaluation Media and Technology
Concord Evaluation Group (CEG) conducted an evaluation of the Spyhounds pilot test in October-December 2011. The goal of the evaluation was to assess the online resources for appeal and interest, as well as to provide WGBH with data on how a full-scale year-long project could be structured. CEG recruited a national sample of 5-8 year old children to participate in the pilot test. We conducted a pre-test survey to measure science-related knowledge (kids only), attitudes and interest (parents and kids). We then invited families to use the online resources during the pilot test and surveyed the
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TEAM MEMBERS: Christine Paulsen WGBH
resource project Media and Technology
WGBH will develop, produce, and distribute Wonders of the Modern World, a project that examines the science and technology behind the building of five international landmarks -- the Golden Gate Bridge, the Aswan Dam, the Petronas Towers in Kuala Lumpur, the Toronto Skydome, and the English Channel Tunnel connecting Great Britain and France. Wonders of the Modern World is an integrated, synergistic project that combines a nationally-broadcast, prime time television series with print, interactive components, and on-line products for home and school. The goals of the project are to educate the public about concepts in physical science, technology, and engineering and to engage youth and adults in a diverse range of science and technology activities using various media ranging from on-line telecommunications to print. The specific components of the project include: o A prime time PBS television series consisting of five one-hour programs that will be hosted by David Macaulay, author of numerous popular books on technology such as How Things Work, Cathedral, Castle, and Pyramid, o A World Wide Web site where users can conduct interactive science and technology activities, o Print guides to help with on-line activities, o Family-oriented video vignettes with experiments in structural design, o Activity kits that include the materials needed for conducting family-based science experiments, o Curriculum-based school videos, o Student/teacher guides that will help interpret the series for classroom use, and o A CD-ROM. WGBH has formed alliances with four national organizations that will undertake a major effort to engage members of underserved and low-income communities in the series and the ancillary activities. These organizations are The Boys and Girls Clubs of America, The Community Technology Centers Network, The Public Library Association, and The American Architectural Foundation. The PI and Project Director will be Paula Apsell, Executive Producer for NOV A and Head of the WGBH Science Unit. Larry Klein, Head of Production Group, Inc., will be the Series Executive Producer and Co-PI. Beth Kirsch of WGBH will serve as Director of Educational Print and Outreach, and Mark Olshaker will be series editor and scriptwriter. Ted Sicker, Executive Producer for Interactive Projects/New Media at WGBH Educational Foundation will direct the development and deployment of the on-line components of the project. Barbara Flagg will conduct formative evaluation and Irene Goodman will conduct summative evaluation.
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TEAM MEMBERS: Paula Apsell Larry Klein Barbara Flagg
resource project Media and Technology
The Exploratorium will develop "The Electronic Guidebook: Extending Museum Experience Using Networked Handheld Computers." Through this project, the Exploratorium and the Concord Consortium will investigate the use of new technologies to enhance the learning experience of science museum visitors. The exponentially increasing availability of portable personal computing devices provides an opportunity for science museums to develop new ways for visitors to experiment and interact with exhibits. The partners will design and prototype a museum-based "Electronic Guidebook" for visitors. Twenty-five Exploratorium exhibits will be connected to a museum network and handheld portable computers through infrared connections. The target audiences for this project are the general public (adults and families) and children in the K-12 age range. The primary disciplinary focus is physics, with a secondary focus on mathematics.
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TEAM MEMBERS: Robert Semper Robert Tinker
resource project Media and Technology
Scholastic Productions is producing thirteen additional episodes for the third season of the fully animated, half-hour television series, "The Magic School Bus." The series, which is targeted at 6-9 year olds, is designed to motivate children's interest in science, to introduce science concepts and ideas, and to inspire positive attitudes towards science and education in students and teachers. The series is unique to science educational television because it breaks the science gender barrier, showcases both education and science, and, through the use of animation which enables the series to transport children to places they literally could not go, presents content in a unique way. Season III topics include: spiders, the Arctic, light, color, the moon, structures, and sound. Outreach activities will include and expand upon those offered for Seasons I and II. During Season III, special emphasis will be placed on reaching families. The project also will use America On-line to promote the series and to communicate the value in and the methods for encouraging children's interest in science. The same basic administrative, content, and production staff will continue with the project. Management and editorial control will be the responsibility of Jane Startz, Executive Vice President of Scholastic Productions. Cheryl Gotthelf, Executive Director of Special Projects for Scholastic Productions will oversee series distribution and utilization, print, research, public relations, promotion, and community and museum outreach. Science content will continue to be supervised by Michael Templeton with the assistance of an Associate Science Content Director, Fran Nankin. Kristin Martin will remain in charge of series production.
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TEAM MEMBERS: Cheryl Gotthelf Jane Startz
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