This discussion was held during the final plenary session on day three of the Citizen Science Toolkit Conference at the Cornell Lab of Ornithology in Ithaca, New York on June 20-23, 2007. Topics discussed include citizen science as a new field or discipline, the science role that citizen scientists play, next steps, issues to consider, suggestions, and developing (or not) a shared data infrastructure.
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Cathy McEverCornell Lab of Ornithology
This project will examine the implications of the intersection of art, science, and technology as revealed by the events occurring around the celebration of the fiftieth anniversary of the first general electronic computer, ENIAC-50. The finished product will be radio programming and audio material that presents the coming together of scientists, artists, and other participants in Philadelphia. It will build on the previous research and explorations in both of these fields toward finding commonalties and ways in which each has influenced the other. The finished product will be broadcast for the general public and also can be made available to scientists and educators in the field as resource material for courses, seminars, and lectures as they explore the intersections of science and art and implications this has for research and education.
This comprehensive ITEST project would provide sixty middle and high school teachers with an introduction to Geographic Information System (GIS) and Global Positioning System (GPS) technologies. The project, which brings together a leadership team of educators, science researchers and experts in resource management, is based at the University of Maryland Center for Environmental Science Appalachian Laboratory, a research facility that studies stream and forest ecosystems. The program will focus on environmental applications in which teachers use probes to investigate the properties of local forest and stream ecosystems. Teachers will apply their technology experiences to creating standards based lessons aligned with local curricula. The teacher participants will be recruited from rural, underserved Appalachian communities in western Maryland and northern West Virginia. Local students will be recruited to participate in a four-day summer session that includes field-testing the proposed lessons and learning about career opportunities in information technology.
The Massachusetts Institute of Technology is conducting a three-day symposium to consider how to use images to communicate science and technology most effectively. Participants will include scientists, imaging technologists, computer scientists, photographers, science writers, illustrators, computer modelers, mathematicians, and others involved with communicating the basic science and findings from research. The focus of the conference will be on communication -- both from the scientific community to the general public, and within the scientific community. The 300 conference attendees will hear presentations from professionals working in the area. However, they will spend the majority of the time working collaboratively on solutions to model problems such as how to represent the interaction of a receptor with a ligand, how to make visually explicit the passage of time at all scales, and how to explain visually a sequence of events. Those who have committed to attend the conference will participate for several months in a conference web site prior to and after the meeting. The web site will enable participants to "critique" and make modification to various images and text used to communicate science. It also will be used to enable participants to collaborate in working groups on the model problems. The PI's for the project are Boyce Rensberger and Felice Frankel. Rensberger is director of the Knight Science Journalism Fellowships program at MIT. He is a science writer and editor and has worked in these capacities for both the New York Times and The Washington Post. Frankel is Artist-in-Resident and research scientist in the Department of Electrical Engineering and Computer Science at MIT. She photographs and digitally images research data in science and engineering. She has collaborated with George Whitesides to publish "On the Surface of Things: Images of the Extraordinary in Science."
Project Enhanced Science Learning (PESL) offers learning partners opportunities to engage in authentic scientific inquiry through apprenticeship. Such inquiry is often enabled by dynamic interactions among learning partners in physical proximity. Yet scientific and business practice using Internet and broadband services recognizes that not all partners necessary to an interaction can be co-located. Our vision uses new technologies to extend the collaborative "reach" of PESL to include diverse expertise among remote learners, teachers, and scientists. This work, in atmospheric sciences, extends collaborative media beyond asynchronous text-only email to shared workspaces and two-way audio/video connections that allow for collaborative visualization of science phenomena, data, models - What You See Is What I See (WYSIWIS). Tools for local- and wide-area networked learning environments will enable highly interactive, media-rich communications among learning partners. Research on these learning architectures will provide pedagogy and social protocols for authenticating the science learning experience in classrooms and other spaces. Greater motivation to learn and enhanced science learning in terms of more valid, performance assessments should result from students' participations. The next decade brings widespread, networked multi-media interpersonal computing. This project will provide a blueprint to inform the effective use of interpersonal collaborative media for science education.
The scientific community is challenged by the need to reach out to students who have traditionally not been attracted to engineering and the sciences. This project would provide a link between the University of Michigan and the teachers and students of secondary education in the State of Michigan with an initial emphasis on southeast Michigan, through the creation of a range of computer services which will provide interactive access to current weather and climate change information. Taking advantage of a unique computer network capacity within the State of Michigan named MichNet which provides local phone ports in virtually every major city in the state, and the resources available to the university community via the University Corporation for Atmospheric Research (UCAR) UNIDATA program, this project would provide secondary schools with access to a state-of-the-art interactive weather information system. The real-time data available via the system, supplemented by interactive computer modules designed in collaboration with earth science teachers, will provide animated background information on a range of climate and weather related topics. While the principal objective of this project will be to provide educationally stimulating interactive computer systems and electronic weather and climate modules for application in inner city Detroit and its environs, the unique nature of the available computer networking will allow virtually every school system in the state to have access. Subsequently successful completion of this project could eventually make the same systems available to other cities and states.
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Perry Samson
resourceprojectProfessional Development, Conferences, and Networks
This award is funded under NSF's Science, Engineering, and Education for Sustainability (SEES) activities, which aim to address the challenges of creating a sustainable world. Research Coordination Network (RCN) CE3SAR (Climate, Energy, Environment, and Engagement in Semiarid Regions) is a comprehensive partnership of researchers at South Texas regional institutions and major research universities elsewhere advancing knowledge of science, engineering and education for sustainability (SEES). The network will develop and test an innovative model for conducting interdisciplinary, region-specific, sustainability research closely tied to the needs and interests of highly-engaged local stakeholders. RCN CE3SAR will aggregate regional research capacities specific to sustainability in semiarid climates contiguous to the Gulf of Mexico while leveraging research expertise infused from outside the region. Geographic information science (GIS) will play a key role in the process of integrating layers of scientific data, producing scientific insight and presenting new ideas, new research directions and new scientific knowledge to regional stakeholders as well as the scientific community. The network will align regional capacities that heretofore were largely disconnected and bring focus and synergy to a range of research that will profoundly impact the region and its socioeconomic future. The network will engage and educate regional communities, government and private-sector stakeholders throughout the process.
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Luis CifuentesJorge VanegasGary JeffressRudolph RosenWesley Patrick
Research shows that participation and interest in science starts to drop as youth enter high school. This is also the point when science becomes more complex and there is increased need for content knowledge, mathematics capability, and computer or computational knowledge. Evidence suggests that youth who participate in original scientific research are more likely to enter and maintain a career in science as compared to students who do not have these experiences. We know young people get excited by space science. This project (STEM-ID) is informed by previous work in which high school students were introduced to scientific research and contributed to the search for pulsars. Students were able to develop the required science and math knowledge and computer skills that enabled them to successfully participate. STEM-ID builds on this previous work with two primary goals: the replication of the local program into a distributed program model and an investigation of the degree to which authentic research experiences build strong science identities and research self-efficacies. More specifically the project will support (a) significant geographic expansion to institutions situated in communities with diverse populations allowing substantial inclusion of under-served groups, (b) an online learning and discovery environment that will support the participation of youth throughout the country via online activities, and (c) opportunities for deeper participation in research and advancement within the research community. This project is funded by the Advancing Informal STEM Learning (AISL) program which seeks to advance new approaches to, and understanding of, the design and development of STEM learning in informal environments. STEM-ID will serve 2000 high school youth and 200 high school teachers in afterschool clubs with support from 30 undergraduate and graduate students and 10 college/university faculty. Exploratory educational research will determine the broad mechanisms by which online activities and in-person and online peer-mentor teacher-scientist interactions influence science identity, self-efficacy, motivation, and career intentions, as well as a focused understanding of the mechanisms that influence patterns of participation. Youth will be monitored longitudinally through the first two years of college to provide an understanding of the long-term effects of out-of-class science enrichment programs on STEM career decisions. These studies will build an understanding of the best practices for enhancing STEM persistence in college through engagement in authentic STEM programs before youth get to college. In addition to the benefits of the education research, this program may lead participants to discover dozens of new pulsars. These pulsars will be used for fundamental advances such as for testing of general relativity, constraining neutron star masses, or detecting gravitational waves. The resulting survey will also be sensitive to transient signals such as sporadic pulsars and extragalactic bursts. This project provides a potential model for youth from geographical disparate places to participate in authentic research experiences. For providers, it will offer a model for program delivery with lower costs. Findings will support greater understanding of the mechanisms for participation in STEM. This work is being led by West Virginia University and the National Radio Astronomy Observatory. Participating sites include California Institute of Technology, Cornell University, El Paso Community College, Howard University, Montana State University, Penn State University, Texas Tech University, University of Vermont, University of Washington, and Vanderbilt University.
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
As a part of the strategy to reach the NASA Science Mission Directorate (SMD) Science Education and Public Outreach Forum Objective 1.2: Provide resources and opportunities to enable sharing of best practices relevant to SMD education and public outreach (E/PO), the Informal Education Working Group members designed a nationally-distributed online survey to answer the following questions: 1. How, when, where, and for how long do informal educators prefer to receive science, mathematics, engineering, and/or technology content professional development? 2. What are the professional development and
The objective of this project is to extend the concept of crowdsourcing in citizen science to the interaction design of the organization as well as to data collection. Distributed technologies offer new opportunities for conducting scientific research on a larger scale than ever before by enabling distributed collaboration. Virtual organizations that use distributed technologies in scientific organizations have primarily focused on how dedicated, professional scientists collaborate and communicate. More recently a rapidly increasing number of citizen science virtual organizations are being formed. Citizen scientists participate in scientific endeavors and typically lack formal credentials, do not hold professional positions in scientific institutions, and bring diversity of knowledge and expertise to projects and challenges. They participate in scientific endeavors related to their personal scientific interests and create new challenges for the design of virtual organizations. In terms of intellectual merit, the project will make three specific contributions: a new interaction design for collecting biodiversity data within a nature park, a model for crowdsourcing the design of an social computing approach to citizen science, and an analysis of the impact of crowdsourcing the design on motivating participation in collecting biodiversity data. Interactive tabletop computers will be placed in two nature parks so that the design of the citizen science environment can be embedded in a park experience and engage the public in understanding more about their parks, in data collection, and develop a personal commitment to environmental sustainability issues. In terms of broader impacts, the project provides three types of impact: research training by including graduate students, broad public dissemination to enhance scientific understanding of biodiversity, and benefits to society through association with the Aspen Center for Environmental Studies (ACES) and Encyclopedia of Life (EOL).
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Mary Lou MaherTom YehJennifer Preece
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.