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resource project Media and Technology
The Science and Math Informal Learning Education (SMILE) pathway is serving the digital resource management needs of the informal learning community. The science and math inquiry experiences offered by science and technology centers, museums, and out-of-school programs are distinct from those found in formal classrooms. Interactive exhibits, multimedia presentations, virtual environments, hands-on activities, outdoor field guides, engineering challenges, and facilitated programs are just some of the thoughtfully designed resources used by the informal learning community to make science and math concepts come alive. With an organizational framework specifically designed for informal learning resources, the SMILE pathway is empowering educators to locate and explore high-quality education materials across multiple institutions and collections. The SMILE pathway is also expanding the participation of underrepresented groups by creating an easily accessible nexus of online materials, including those specifically added to extend the reach of effective science and math education to all communities. To promote the use of the SMILE pathway and the NSDL further, project staff are creating professional development programs and a robust online community of educators and content experts to showcase best practices tied to digital resources. Finally, to guarantee continued growth and involvement in the SMILE pathway, funding and editorial support is being provided to expansion partners, beyond the founding institutions, to add new digital resources to the NSDL.
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resource project Public Programs
"Local Investigations of Natural Science (LIONS)" engages grade 5-8 students from University City schools, Missouri in structured out-of-school programs that provide depth and context for their regular classroom studies. The programs are led by district teachers. A balanced set of investigations engage students in environmental research, computer modeling, and advanced applications of mathematics. Throughout, the artificial boundary between classroom and community is bridged as students use the community for their studies and resources from local organizations are brought into school. Through these projects, students build interest and awareness of STEM-related career opportunities and the academic preparation needed for success.
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TEAM MEMBERS: Robert Coulter Eric Klopfer Jere Confrey
resource project Media and Technology
In partnership with the University of Pennsylvania's Graduate School of Education, The Franklin Institute Science Museum will develop, test, and pilot an exportable and replicable cyberlearning exhibit using two cutting edge technologies: Augmented Reality (AR) and Virtual Reality (VR). The exhibit's conceptualization is anchored in the learning research vision of the NSF-funded workshop Cyberinfrastructure for Education and Learning for the Future (Computing Research Association, 2005). The incorporation of VR and AR technologies into the Franklin Institute's electricity and Earth science exhibits is an innovation of traditional approaches to hands-on learning and will improve the quality of the learning experience for the primary audience of families with children and elementary school groups. The project has implications for future exhibit development and more broadly, will provide new research on learning on how to incorporate cyberlearning efforts into traditional exhibits. Fifteen participating exhibit developers across the ISE field will assist in the evaluation of the new exhibit; receive training on the design and development of VR and AR exhibits for their institutions; and receive full access to the exhibit's new software for implementation at their informal learning sites. The technology applications will be developed by Carnegie Mellon University's Entertainment Technology Center--leaders in the field in Virtual Reality design and development. Front-end and formative evaluation will be overseen internally by the Franklin Institute. The Institute for Learning Innovation will conduct the summative evaluation. Research will be conducted by the University of Pennsylvania's Graduate School of Education on the effects of AR and VR technologies on exhibit learning.
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TEAM MEMBERS: Steven Snyder Karen Elinich Susan Yoon
resource project Public Programs
"Have You Spotted Me? Learning Lessons by Looking for Ladybugs" is an innovative citizen science project that targets children from Native American, rural, farming, and disadvantaged communities. While most citizen science efforts target teens and adults, this project enables youth ages 5-11 to contribute to the development of a major ladybug database. Adult mentors in youth programs introduce children to topics such as ladybugs, invasive species, biodiversity, and conservation. Youth not affiliated with a program may participate independently. Project deliverables include a self-contained education program, an Internet portal and project website, a dedicated corps of volunteers, and the largest, accessible biological database ever developed. The database is made more reliable by utilizing records accompanied by an identifiable data image as a certified data point. Partners include the NY State 4-H, South Dakota State 4-H, Migrant Worker Children's Education Program, Cayuga Nature Center, Seneca Nation Department of Education Summer Programs, Seneca Nation Early Childhood Learner Centers After School Program, and the Onondaga Nation After School Program. Strategic impact will be realized through the creation of a citizen science project that provides hands-on interactions, field experiences, and accessible data that creates unique learning opportunities for youth. It is estimated that nearly 10,000 youth will be impacted by this work.
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TEAM MEMBERS: John Losey Leslie Allee Louis Hesler Michael Catangui John Pickering
resource project Informal/Formal Connections
The Learning and Youth Research and Evaluation Center (LYREC) is a collaboration of the Exploratorium, Harvard University, Kings College London, SRI International and UC Santa Cruz. LYREC provides technical assistance to NSF AYS projects, collects and synthesizes their impact data, and oversees dissemination of progress and results. This center builds on the Center for Informal Learning in Schools (CILS) that has developed a theoretical approach that takes into account the particular strengths and affordances of both Out of School Teaching (OST) and school environments. This foundation will permit strengthening the potential of the NSF AYS projects to develop strong local models that can generate valid and reliable data that can guide future investment, design and research aimed at creating coherence across OST and school settings. The overarching questions for the work are: 1. How can OST programs support K-8 engagement and learning in science, and in particular how can they contribute to student engagement with K-8 school science and beyond? 2. What is the range of science learning outcomes OST programs can promote, particularly when in collaboration with schools, IHE's, businesses, and other community partners? 3. How can classroom teachers and schools build on children's OST experiences to strengthen children's participation and achievement in K-12 school science Additionally, the data analysis will reveal: 1. How OST programs may be positioned to support, in particular, high-poverty, female and/or minority children traditionally excluded from STEM academic and career paths; and 2. The structural/organizational challenges and constraints that exist to complicate or confound efforts to provide OST experiences that support school science engagement, and conversely, the new possibilities which are created by collaboration across organizational fields. Data will be gathered from surveys, interviews, focus groups, evaluation reports, and classroom and school data.
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TEAM MEMBERS: Richard Semper Bronwyn Bevan Patrick Shields
resource project Public Programs
This research study involves collaboration between researchers at the University of Maryland, College Park and Bowie State University, an HBCU, to examine a multi-component pre-service model for preparing minority students to teach upper elementary and middle level science. The treatment consists of (1) focused recruitment efforts by the collaborating universities; (2) a pre-service science content course emphasizing inquiry and the mathematics of data management; (3) an internship in an after school program serving minority students; (4) field placements in Prince Georges County minority-serving professional development schools; and (5) mentoring support during the induction year. The research agenda will examine each aspect of the intervention using quantitative and qualitative methods and a small number of case studies.
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TEAM MEMBERS: James Mcginnis Spencer Benson Scott Dantley
resource project Media and Technology
Twin Cities Public Television will produce six new episodes for the Dragonfly TV GPS (Going Places in Science) series in order to inform a mass audience of children, adults and educators about the revolutionary advances taking place in nanoscience and nanotechnology. The new programs will shine the DragonflyTV GPS spotlight on the network of science museums in the NISE Network, showcasing the new nanoscience programs and exhibits that are currently being developed. DragonflyTV, a weekly science television series targeted at children ages 8-12, presents children engaged in inquiry-based investigations, on-location in science centers across America. Each investigation will demonstrate the direct connection between learning experiences in science centers and the application of those lessons in everyday life. Each Nanoworld episode will apply the Dragonfly "Real Kids . . . Real Science" model, communicating both the scientific process and basic concepts in nanoscience. The DragonflyTV GPS will involve collaboration with the NISE Network, led by the Museum of Science in Boston, the Exploratorium, and the Science Museum of Minnesota. The episodes will be distributed by PBS Plus. Ancillary products will include an Educator's Guide, a Nanoworld poster, and a website featured on pbskids.org/go. Multimedia Research and will conduct formative and summative evaluations of the television production. Inverness Research will evaluate the collaborative process between TPT and the museum partners, and identify specific lessons learned by each group.
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TEAM MEMBERS: Richard Hudson
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor
resource project Public Programs
In the Community Science Learning through Youth Astronomy Apprenticeships (YAA) project, underrepresented urban high school youths, working with recent college grads, conducted astronomy investigations, then translated their personal learning and enthusiasm into outreach programs for younger children, families and community members in an astronomy and space science program. Science education centers at Massachusetts Institute of Technology and Smithsonian Astrophysical Observatory, Boston community-based after school centers and the Institute for Learning Innovation collaborated.
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TEAM MEMBERS: Irene Porro Mary Dussault Susan O'Connor John Belcher
resource project Media and Technology
Red Hills Studios proposes to design and develop BioArcade, a suite of online biology games for youth ages 9 to 13. Unique to the field of educational games is the specialized and innovative modding feature that Red Hills Studio will develop. Modding will allow learners to create their own customized versions of BioArcade games for dissemination to other learners. BioArcade games are intended to encourage extended game play and motivation for learning key biology concepts through exciting interactive game modules developed by a leading group of game developers and science content experts. The underlying educational and scientific framework for BioArcade will be developed collaboratively with Co-PI, Dr. Janis Cannon-Bowers at the University of Central Florida and Roger Bybee at the Biological Sciences Curriculum Study (BSCS), along with the projects Scientific and Design Advisory Boards. The project will rigorously evaluate modding as a potential new approach in game design. The modding innovation will be studied in a three-condition randomized controlled trial to determine its effectiveness in promoting deep exploration of scientific concepts and increased knowledge gain. Results of the study will be disseminated to the informal learning community through peer-reviewed educational journals, papers, and presentations at science education and game conferences. Extensive formative and summative evaluations, conducted by Knight Williams Research Communications, will provide valuable insight and assessment of the game design approach for science content learning in informal venues. BioArcade will be widely disseminated daily to millions of young learners online through PBSKids: www.pbskids.org/
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TEAM MEMBERS: Robert Hone Janis Cannon-Bowers
resource project Public Programs
BRIDGES: Build, Research, Invent, Design, Grow and Explore through Science The New York City Housing Authority (NYCHA) and the Salvadori Center partner in providing BRIDGES [Build, Research, Invent, Design, Grow and Explore through Science], an after-school program using investigations of the built environment to introduce and reinforce STEM concepts and skills. The program highlights engineering concepts and the design process through hands-on investigations of the built environment done in small groups (with an emphasis on collaborative learning). It is co-taught by Salvadori educators in partnership with NYCHA community center instructors. After an intensive 3-day institute to train NYCHA staff, Salvadori staff members meet weekly with the housing authority staff to provide coaching in facilitation skills and to co-teach projects on building scaled bridges, mapping neighborhoods, investigating tension and compression, and more. In subsequent years, NYCHA after-school instructors take over the teaching with on-going support/professional development from the Center. The target audience is young people 8-12 years old enrolled in after-school programs run by the New York City Housing Authority, who gain content understanding and self concept in terms of their attitude and interest in STEM learning. BRIDGES begins with 5 sites serving 150 children in its first year with five sites added annually. By Year 5, BRIDGES serves 625 children at 25 NYCHA community centers. In addition in Years 4 and 5, the project is disseminated in at least two municipalities outside of NYC. In all 775 youth and 60 after-school educators will be directly impacted by this new program. The strategic impact is to provide strategies and evidence of support necessary for effective scale up of this locally successful program and for bringing school-based materials associated with the project into the after-school time experience. A project book, summative evaluation by The After School Corporation (TASC), and a website will be shared with the field on line, through conference presentations, and publications. The Salvadori Center was founded by Dr. Mario Salvadori (1907-1997), Columbia Professor of Civil Engineering & Architecture, in collaboration with City College of New York Schools of Education and Architecture. Its mission is to stimulate and deepen young people's curiosity and knowledge about math, science, arts and the humanities by using the built environment as an entry point for learning. For over 20 years, the Center has offered research-based teacher development and support, including intensive training institutes, workshops and classroom mentoring programs focused on project-based learning. The Center has reached over 125,000 students in New York City public schools, and its books, videos, and construction kits have been distributed nationally and internationally. The Centers staff are all professionally trained architects, engineers, and science and fine arts teachers.
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TEAM MEMBERS: Leonisa Ardizzone
resource project Public Programs
The City as Learning Lab (CaLL) is a comprehensive research and development initiative designed to create new measures of audience impact in technology experiences; identify features of university-community collaboration that facilitate sustainable community programs; and produce a set of tools and resources that allow other cities to tailor creative robotics programs to unique audiences. Project partners include the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), the Community Robotics Education and Technology Empowerment (CREATE) lab at Carnegie Mellon University's Robotics Institute, and the Georgia Institute of Technology as well as local museums, community organizations, and afterschool clubs. CaLL builds on the work of three existing youth technology programs in Pittsburgh targeting audiences ages 9-15: the Robot Diaries, Neighborhood Nets, and Robot 250. Research questions relate to creative processes in informal learning settings, use of robotics to engage diverse audiences, and changes in technological fluency after students leave the informal learning setting and apply their new knowledge and skills at home or in other learning contexts. The research incorporates data from up to 1000 program participants. Findings will establish evidence for how technological fluency can be measured, supported, and developed through informal technology learning experiences. Project deliverables include a CaLL curriculum, toolkit, new measures of audience impact, and identification of factors that support university/community collaborations. Broader impacts in informal technology education will be achieved by developing flexible toolkits that allow other communities to adapt and adopt CaLL technologies, curricula, and activities.
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