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resource project Public Programs
By engaging diverse publics in immersive and deliberative learning forums, this three-year project will use NOAA data and expertise to strengthen community resilience and decision-making around a variety of climate and weather-related hazards across the United States. Led by Arizona State University’s Consortium for Science, Policy & Outcomes and the Museum of Science Boston, the project will develop citizen forums hosted by regional science centers to create a new, replicable model for learning and engagement. These forums, to be hosted initially in Boston and Phoenix and then expanded to an additional six sites around the U.S., will facilitate public deliberation on real-world issues of concern to local communities, including rising sea levels, extreme precipitation, heat waves, and drought. The forums will identify and clarify citizen values and perspectives while creating stakeholder networks in support of local resilience measures. The forum materials developed in collaboration with NOAA will foster better understanding of environmental changes and best practices for improving community resiliency, and will create a suite of materials and case studies adaptable for use by science centers, teachers, and students. With regional science centers bringing together the public, scientific experts, and local officials, the project will create resilience-centered partnerships and a framework for learning and engagement that can be replicated nationwide.
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TEAM MEMBERS: Dan Sarewitz
resource project Public Programs
Children in the Norfolk, Va., area will inherit the second highest sea level rise on the East Coast. In response, the non-profit Elizabeth River Project will prepare one of the first comprehensive youth education programs on climate change resilience on this coast. The Elizabeth River Project, working since 1993 to restore the environmental health of the urban Elizabeth River, will deploy its Dominion Virginia Power Learning Barge, “America’s Greenest Vessel,” and its new urban park, Paradise Creek Nature Park, to empower 21,000 K-12 students over three years to become informed decision makers and environmental stewards, prepared to adapt to rising seas. The project primarily will reach under-served schools in Norfolk and adjoining Portsmouth, Va. Lead science partner will be Old Dominion University, on the forefront of climate change research. Other partners include the Chrysler Museum of Art, ground zero for street flooding that has become routine in Norfolk. A youth strategy for the Elizabeth River “watershed” or drainage area will be disseminated nationally internationally by the City of Norfolk through its participation as one the Rockefeller Foundation’s 100 Resilient Cities. The youth strategy will be used by Norfolk to complement its Norfolk Resilience Strategy, prepared so far with adults in mind.
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TEAM MEMBERS: Robin Dunbar
resource evaluation Media and Technology
The Peg + Cat ELM2 project sought to combine robust media-integrated teacher training in both math content and facilitation of classroom and family engagement activities with transmedia resources that parents and children could utilize at home. This cohesive approach resulted in increases in teachers’ confidence in and knowledge about their mathematics instruction, parents’ engagement in activities and conversations with their children around math, and children’s positive and persistent attitudes towards math, as reported by their parents. Taken together, these findings suggest that the Peg +
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resource project Public Programs
The Maritime Aquarium at Norwalk is located at the mouth of the Norwalk River where it flows into Long Island Sound. Its mission is to inspire people to appreciate and protect the Sound and the global environment. Over the past decade, a large percentage of the region’s 23 million people living within 50 miles of the Sound were directly affected by severe weather events, providing a timely opportunity to educate students, teachers and the public about community resilience. In a new three-year program, the Maritime Aquarium will deliver education related to environmental hazards, resilience, and the underlying science to schools from ten towns along or near Connecticut’s coast, including eight in the Natural Hazards Mitigation Plan Draft 2016-2021 for Southwestern Connecticut. In these towns as in many coastal regions, the most significant environmental threats are related to the nexus of land and water. To reflect that nexus, education will occur both in the classroom and on the water, aboard the Aquarium’s hybrid-electric research vessel, Spirit of the Sound. An exhibit featuring NOAA educational assets related to threats and resilience will also build environmental literacy as it engages Aquarium visitors. The project will be supported by an advisory board of local educators, planning and emergency management officials, representatives from Connecticut Sea Grant, the Connecticut Institute for Resilience and Climate Adaptation and the Western Connecticut Council of Governments.
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TEAM MEMBERS: Thomas Naiman
resource project Public Programs
The Ocean Project will empower America's zoos, aquariums and science museums to become centers of innovation and effective leadership for healthy oceans and conservation in their communities, providing meaningful engagement opportunities for their 200 million annual visitors to become involved in helping with solutions. To help them do so, The Ocean Project is launching a competitive Innovative Solutions Grants Program that will provide financial resources for zoos, aquariums and science museums to develop innovative local and regional ocean conservation solutions and stewardship initiatives, with a special emphasis on engaging youth and minorities. To leverage and maximize the benefit of this small grants program, The Ocean Project will also provide the awardees with opportunities for capacity building in strategic communications and share the resulting new strategies and successes with our growing partner network of 2000 zoos, aquariums, science museums and other conservation and education organizations in all 50 States and worldwide.
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TEAM MEMBERS: William Mott
resource project Public Programs
In the project entitled "The GLOBE Program 2010: Collaborative Environmental Research at Local to Global Scales," the University Corporation for Atmospheric Research (UCAR) will improve the functionality of the GLOBE Program by providing: (1) new methods, tools, and services to enhance GLOBE Partner and teacher abilities to facilitate inquiry-based learning and student research, (2) initial pilot testing and assessment of student and teacher learning activities and events related to Climate Science research, (3) improvements in GLOBE's technology infrastructure and data systems (e.g. database, social networking, information management) to support collaborations between students, scientists, and teachers, and (4) development of a robust evaluation plan. In addition, the UCAR will continue to provide support to the worldwide GLOBE community, as well as program management and timely communication with program sponsors.
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TEAM MEMBERS: Valerie Williams
resource evaluation Public Programs
The Extreme Plants Traveling Sideshow is a theatre piece performed at the Natural History Museum of Utah in relation to the special exhibition, The Power of Poison. While NHMU has a history of Museum Theatre performances, this was the first to be performed since its move to the Rio Tinto Center. The goal of this evaluation was to understand the visitor experience with museum theater and museum theatre’s value in communicating science content, as well as to inform future productions at NHMU. With this in mind, we sought answer the following questions: 1. Did guests feel the performance
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TEAM MEMBERS: Kari Nelson
resource project Public Programs
Be a 4-H Scientist! Materials in a Green, Clean World is an inquiry-based science curriculum focusing on concepts of materials; plastics; reuse, recycle, and reduce; and the work of scientists and engineers. It is designed to build foundational skills of science and engineering: observation, asking questions, sorting and classifying, and communicating. The curriculum contains six learning modules intended for delivery in out-of-school time facilitated by an educator (trained volunteers or program staff). Most modules also include a “Science At Home” activity which parents/other adults and children can do at home.
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TEAM MEMBERS: Jennifer Henderson Anne Stevenson Steven Worker Martin Smith Charles Malone Alexa Maile
resource project Media and Technology
The project team is developing a prototype of a web-based game utilizing the illustrations of chemical elements and science terms created by Simon Basher in his three books, The Periodic Table: Elements with Style!, Chemistry: Getting a Big Reaction!, and Physics: Why Matter Matters! The game will incorporate augmented reality (person-to-person gameplay with the support of the software) to teach grade 4 to 6 students science concepts, including an introduction to chemistry. The game will include curriculum support materials. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Victoria Van Voorhis
resource project Media and Technology
Purpose: An estimated 5 to 8% of elementary school students have some form of memory or cognitive deficit that inhibits learning basic math. Researchers have identified several areas where children with math learning difficulties struggle. These include a strong sense of number facts to quickly and accurately perform operations on single digit numbers, the use of strategies to solve problems which have not yet been memorized, a sense to figure out whether or not an answer is reasonable, and self-monitoring to assess one's own efficacy and understanding. To support students with math learning difficulties in grades 1 to 4, this project team will develop a series of apps for touch-screen tablets that encourage single digit operational fluency, conceptual understanding, strategy awareness, and self-understanding.

Project Activities: During Phase I project in 2012, the research team developed a prototype of the single digit addition game, following an iterative process incorporating feedback from teachers and students having difficulty with math. Nineteen students participated in a pilot study, and the researchers found that the prototype functioned well and that users were engaged by the game. In Phase II, the team will build and refine the back end system, design and develop the teacher website, and create content for games in subtraction, multiplication, and division. Researchers will carry out a pilot test of the usability and feasibility, fidelity of implementation, and promise of the game to improve learning. Students in first to fourth grade identified by teachers as having the greatest difficulty with math will participate in the pilot study. Half of the 120 students participating in the pilot study will be randomly selected to play the game as a supplement to classroom learning whereas the other half will not have access. Students in the control group will be provided the games at the end of the study. Analyses will compare pre- and post-test math scores.

Product: The web-based game, MathFacts, will include a series of apps for touch-screen tablet computers to support math learning for 1st to 4th grade students with major or sometimes intractable learning difficulties. In the game, students will learn content through mini-lessons, engage with problems in practice and speed rounds, and then receive formative feedback on their performance. Students will use and manipulate blocks, linker tubes, number lines, and interact with engaging pedagogical agents such as parrots and sloths. Students will set goals, advance to more challenging levels, and engage in competition. The game will be self-paced and will provide individualized formative assessment scaffolding when students do not know the answer to a question. A teacher management system will support professional development and will produce reports to guide instruction. The intended outcomes from gameplay will include increased fluency, conceptual understanding, strategy awareness, self-assessment, and motivation of basic math.
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TEAM MEMBERS: Kara Carpenter
resource project Media and Technology
The project team is developing a prototype of a mobile platform, Zaption, to support teachers in using video clips to enrich learning. The product’s user-interface will allow teachers to easily add annotations to videos, make short video clips that align to topics, and enhance videos with time-linked elements and assessments that appear at the top of each video. In Phase I pilot research, the team will examine whether the prototype functions as planned, if teachers are able to use the prototype for different purposes, and whether students are engaged by the prototype.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
Purpose: This project will develop and test Kiko's Thinking Time, a series of game apps designed to strengthen children's cognitive skills related to executive functioning and reasoning. A principle objective of preschool is to prepare children for later success in school. Most programs focus on activities to support children's social and emotional development, and to strengthen pre-reading and mathematics competencies. Fewer programs explicitly focus on fostering children's executive function and reasoning skills—even though research in the cognitive sciences demonstrates these skills also provide a foundation for school-readiness.

Project Activities: During Phase I (completed in 2014), the team developed six prototype games and a teacher portal to track student progress. At the end of Phase I, results from a pilot study with 55 kindergarten students and 5 teachers demonstrated that the games operated as intended. Results indicated that students were engaged based on duration of game play, and that teachers were able to review game data for each child. In Phase II, the team will develop 15 more games and will further refine and enhance the functionality of the teacher portal. After development is complete, a pilot study will assess the feasibility and usability, fidelity of implementation, and the promise of the games for promoting students' executive functioning and reasoning. The researchers will collect data from 200 students in 10 preschool classrooms over 2 months. Half of the students in each class will be randomly assigned to use Kiko's Thinking Time while the other half will play an art-focused gaming app. Analyses will compare pre-and-post scores on measures of student's executive functioning and reasoning.

Product: Kiko's Thinking Time will be an app with 25 games, each based on tasks shown to have cognitive benefits in lab research. Each game will be designed to isolate and train skills related to executive functioning, such as: working memory, reasoning, inhibition, selective attention, cognitive flexibility, and spatial skills. Game play will be self-guided and adaptive, as the software will adjust in difficulty based on student responses. The app will work on tablets, smartphones, as well desktops. In addition, a companion website will allow teachers to track student performance and to obtain educational material around executive function and cognitive development.
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TEAM MEMBERS: Grace Wardhana