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resource research Public Programs
This research proposed a revised theory of how collective environmental identity is associated with engagement with the advancement of pro‐environmental behaviors. The research comprised three activities that examined the experiences of three groups of people who claim zoo visiting as an important part of their life‐story: conservation biologists who describe zoo experiences as having significant formative role in their childhood development of environmental values; parents who prioritize zoo visits as an important cultural experiences for their children; and active zoo volunteers. This
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TEAM MEMBERS: Wildlife Conservation Society John Fraser
resource project Public Programs
National Parks are full of interesting and unusual STEM features which often intrigue visitors whose questions are answered by park personnel. In addition to the natural features, there are often researchers in the parks gathering data and conducting experiments. Park personnel are not apprised of these studies yet are often questioned about them. This collaborative project's goals are to derive a mechanism to educate the park personnel so they can respond to the visitor's inquiries. Collaborators include the National Park Service (NPS), TERC, Winston-Salem State University, and the park personnel at Carlsbad Caverns National Park. The plan is to work through the park interpreters who are employees of NPS and often are the voice for explaining the park's natural features. For this project, the interpreters and researchers will collaborate on the explanations of the science and TERC will work with the interpreters on interacting or educating the public visitors on the research. This is a pilot study to determine how best to bridge the scientists and their research to the park visitors. Evaluation on all elements in this study will be done by Char Associates and the Institute for Mathematics and Science Education at New Mexico State University. The results of this study are to determine the issues in explaining the research to the park interpreters and thence to the park visitors. If successful, it is anticipated that a model will be developed in collaboration with the NPS for use in other National Parks.
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resource project Media and Technology
Living Liquid is a full-scale development project that will develop and research a new genre of science exhibit that engage visitors in inquiry with large scientific datasets through interactive visualizations. Building on findings from a prior pathways project, Living Liquid will develop three interactive visualizations on a multi-touch Viz Table with a tangible user interface. Each visualization will support visitors in the exploration of a dataset provided by the project’s science partners: 1) Plankton Patterns will show how the ocean is defined by regions of microscopic life using data from the MIT Darwin Project; 2) Ocean Tracks will reveal the “highways” large marine creatures travel with data from the TOPP project at Stanford University; and 3) Genetic Rhythms will follow the activity of marine creatures’ genes in response to environmental conditions based on data from the Center for Microbial Oceanography Research and Education (C-MORE). Through an iterative process of collaborative research and development among museum professionals, educational researchers, computer scientists, marine biologists, data artists and interaction designers, this project seeks to: (1) Advance public understanding of ocean ecosystems and large data inquiry skills through the development of a Viz Table. (2) Advance STEM professionals’ knowledge of how to engage the public in inquiry with visualizations through an educational research study. (3) Increase the capacity of STEM professionals (both ISE developers and research scientists) to develop visualizations through a collaborative development process that includes graduate student training and residencies.
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TEAM MEMBERS: Jennifer Frazier Joyce Ma Kwan-Liu Ma
resource evaluation Professional Development, Conferences, and Networks
In February 2013, the Atomic Heritage Foundation (AHF) brought together historians, sociologists and other scholars, as well as museum directors and thought leaders from the informal science education field to engage in a two-day discussion to explore ways to engage the public in the topic of the development of the atomic bomb in the context of history, society and culture. The workshop, titled "Transforming the Relationship Between Science and Society: The Manhattan Project and Its Legacy," had as its overarching goal to identify how the Manhattan Project might best be interpreted in a
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TEAM MEMBERS: Atomic Heritage Foundation Kirsten Buchner
resource research Media and Technology
This is a webinar presentation of the Common Guidelines for Education Research and Development, developed by the National Science Foundation and the U.S. Department of Education. The presentation outlines the background, organization and content, and implications of the Guidelines. The presentation may also be helpful for researchers and practitioners who are developing informal STEM learning project proposals.
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TEAM MEMBERS: National Science Foundation U.S. Department of Education
resource research Media and Technology
This article develops an argument that the type of intervention research most useful for improving science teaching and learning and leading to scalable interventions includes both research to develop and gather evidence of the efficacy of innovations and a different kind of research, design-based implementation research (DBIR). DBIR in education focuses on what is required to bring interventions and knowledge about learning to all students, wherever they might engage in science learning. This research focuses on implementation, both in the development and initial testing of interventions and
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TEAM MEMBERS: Bill Penuel Barry Fishman
resource research Media and Technology
This funding solicitation for FY2014 in the Advancing Informal STEM Learning (AISL) program at the National Science Foundation seeks to advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; provide multiple pathways for broadening access to and engagement in STEM learning experiences; advance innovative research on and assessment of STEM learning in informal environments; and develop understandings of deeper learning by participants. The AISL program supports five kinds of projects: 1) Pathways, 2) Research in
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TEAM MEMBERS: National Science Foundation National Science Foundation
resource research Exhibitions
This paper explains how and why many American museums of science and nature moved away from the traditional content and methods of natural history in the period from 1930 to 1980. It explores diverse motivations for the shift from dead, stuffed displays to live, interactive exhibits, and the consequences of that shift for museums as both educational institutions and as institutions of research. Ultimately, it argues that debates over museums' content and display strategies drew strength from and reinforced a profound transformation in the institutional history of twentieth-century American
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TEAM MEMBERS: Karen Rader Victoria Cain
resource research Media and Technology
This document, released in September 2013, grew out of a Joint Committee of the U.S. Department of Education (ED) and the National Science Foundation (NSF) that was convened to establish cross-agency guidelines for improving the quality, coherence, and pace of knowledge development in STEM education. In this report, the Joint Committee 1) defines the types of ED- and NSF-funded research that relates to the development and testing of interventions and strategies designed to increase learning, and 2) specifies how the types of research relate to one another, and describe the theoretical and
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TEAM MEMBERS: National Science Foundation U.S. Department of Education
resource project Media and Technology
This CRPA project produced a human-like avatar exhibit for the Orlando Science Center that verbally communicates with middle and high school grade visitors, engaging them in the subjects of computer science, artificial intelligence, and engineering. Human-like characteristics include features to match the demographics of the Center's clientele and verbal communication in the English language. In addition to discussing how avatars are developed and how artificial intelligence works, the avatar image will answer questions from the visitors on selected topics, including subjects from the media models of Avatar and IBM's Watson event on Jeopardy. Considerable planning and research has gone into this project to make sure that the avatar is life-like and can engage in realistic dialog. The avatar images will resemble real individuals who have diverse demographic characteristics in order to enhance the human-computer interface. The system is designed to deal with background noise and antagonistic visitors. Evaluation at all levels (front-end, formative, and summative) will make the exhibit most effective and facilitate the goals of the project which are to inform the target audience on STEM subjects. The desire to have electronic analogs of humans has been a goal for half of a century. This project builds on prior research in this area and is one of the most sophisticated contemporary models in the field. It is anticipated that this work may contribute to future applications in education and assistance for individuals with disabilities. Moreover, engagement with the avatar may ignite curiosity among young visitors and stimulate interest in science careers.
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TEAM MEMBERS: Avelino Gonzalez Ronald DeMara
resource research Media and Technology
The Principal Investigator's Guide: Managing Evaluation in Informal STEM Education Projects (PI Guide) is designed to help principal investigators and other leaders of informal STEM (Science, Technology, Engineering, and Math) education projects integrate evaluation into all phases of project design, development, and implementation. Such projects include exhibits, media projects, websites, community science projects, afterschool programs, festivals, family activities, online games, citizen science projects, and other efforts to help people learn about science in the course of their everyday
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resource research Public Programs
Once resources for the scholar and serious student, science museums are now dedicated to public education. But just how institutions define and meet their educational goals is a continuing story. This article describes the evolution of science museums from private collections to public institutions over three generations.
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TEAM MEMBERS: Friedman Consults Alan Friedman