Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.
Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS:
Craig YoungAlexander LowStephen LowGeorge von DassowTrish Mace
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. This project will research core methods of science documentary film production and impact on audience engagement and understanding. The findings from this study will be used to later produce a film on how the CRISPR genome editing technology will shape agriculture, ecology, and the natural world. The research study and film to be produced will be a collaboration of science communication practitioners and researchers. The intended outcomes are to improve effective science filmmaking and increase impact on audiences. Many people rely on documentary film and videos for science information outside of formal learning environments. Research has shown that video programming can reduce knowledge gaps between those of higher and lower levels of education. But there is little research with findings about what makes a particular style of storytelling effective for engagement and learning outcomes. A recent report of the National Academies of Sciences, Engineering and Medicine identified a significant shortage of social science research with directly applicable lessons for filmmakers. This project addresses this need by providing new frameworks for research and methods to produce science documentaries. Project partners are iBiology, a producer of video resources for learning, and science communication researchers at the University of Wisconsin-Madison.
This project will examine two key questions: 1) In a science documentary film, how does the diversity of the scientists profiled and the use of a narrator shape audiences? perception of content and scientists? and 2) What are effective methods in science filmmaking to visualize the invisible (i.e. explain scientific phenomena that are not easily visualized)? The project begins by testing a recently produced film, Human Nature, that tells the story of the discovery of CRISPR (genome editing), told by the scientists who led the effort. Phase 1 testing will include screenings, focus groups, and experiments run through Amazon Mechanical Turk to test what features of the film (editorial voice and visualization styles) are most effective for communicating scientific content. In Phase 2 video test clips will be produced using a combination of narration and visualization strategies. An experimental design run through Amazon Turk will randomly assign participants to watch a clip using different combinations. Researchers will use this data to parse out what effect seems to be related to particular narration and visualization choices. This quantitative experimental data will be supplemented by qualitative data from focus groups with participants with a diverse range of science experience and demographic backgrounds. Researchers will design a survey-embedded experiment with a U.S. nationally representative sample to see how well the findings translate and change in a broader population.
This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS:
Dietram ScheufeleSarah GoodwinElliot Kirschner
Increasingly, scientists and their institutions are engaging with lay audiences via media. The emergence of social media has allowed scientists to engage with publics in novel ways. Social networking sites have fundamentally changed the modern media environment and, subsequently, media consumption habits. When asked where they primarily go to learn more about scientific issues, more than half of Americans point to the Internet. These online spaces offer many opportunities for scientists to play active roles in communicating and engaging directly with various publics. Additionally, the proposed research activities were inspired by a recent report by the National Academies of Sciences, Engineering, and Medicine that included a challenge to science communication researchers to determine better approaches for communicating science through social media platforms. Humor has been recommended as a method that scientists could use in communicating with publics; however, there is little empirical evidence that its use is effective. The researchers will explore the effectiveness of using humor for communicating about artificial intelligence, climate science and microbiomes.
The research questions are: How do lay audiences respond to messages about scientific issues on social media that use humor? What are scientists' views toward using humor in constructing social media messages? Can collaborations between science communication scholars and practitioners facilitate more effective practices? The research is grounded in the theory of planned behavior and framing as a theory of media effects. A public survey will collect and analyze data on Twitter messages with and without humor, the number of likes and re-tweets of each message, and their scientific content. Survey participants will be randomly assigned to one of twenty-four experimental conditions. The survey sample, matching recent U.S. Census Bureau data, will be obtained from opt-in panels provided by Qualtrics, an online market research company. The second component of the research will quantify the attitudes of scientists toward using humor to communicate with publics on social media. Data will be collected from a random sample of scientists and graduate students at R1 universities nationwide. Data will be analyzed using descriptive statistics and regression modeling.
The broader impacts of this project are twofold: findings from the research will be shared with science communication scholars and trainers advancing knowledge and practice; and an infographic (visual representation of findings) will be distributed to practitioners who participate in research-practice partnerships. It will provide a set of easily-referenced, evidence-based guidelines about the types of humor to which audiences respond positively on social media.
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:
Sara YeoLeona Yi-Fan SuMichael Cacciatore
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.