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resource project Media and Technology
Journey to Space will be a large-scale traveling exhibition that simulates a journey to the International Space Station (ISS), allows visitors to explore the physical properties of low gravity environments, and introduces some of the engineering and technology that makes it possible to live and work in space. A collaborative project led by the Science Museum of Minnesota joined by the California Science Center and the three other members of the Science Museum Exhibit Collaborative, the exhibition will encourage museum visitors 1) to immerse themselves in the sights, sounds, and smells that astronauts experience traveling to, and living in, space; 2) to engage as problem solvers with some of the unique engineering challenges that must be solved to support living and working in space; and 3) to experience life aboard the International Space Station interpreted through the voices of engineers, scientists, and astronauts. In addition to the exhibition, the project will include a public website and a two-year youth program for underserved teens that will result in a three-day Celebration of Space Exploration Chautauqua aimed especially at underserved families in the Twin Cities metropolitan area. The exhibition will tour to twelve major science museums across North America and reach upwards of three and a quarter million families, adults, teachers, and students over six years.
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TEAM MEMBERS: Eric Jolly Paul Martin J. Shipley Newlin
resource project Media and Technology
A Fulldome Planetarium Show for Space Science: A Pilot Project was designed to immerse and engage middle school students (grades 5-8) in space exploration, comparative planetology and the importance of sustainability on our own planet. Morehead Planetarium and Science Center at the University of North Carolina at Chapel Hill led the project, which involved the development of a 27 minute fulldome digital planetarium show and supporting curricula. The project included advisors from NASA JPL, UNC’s Physics and Astronomy Department and the Wake County North Carolina Public School System. The show draws on discoveries by the Mars Exploration Rovers, Hubble Space Telescope and other NASA missions to compare and contrast geological, atmospheric, and other physical characteristics of the places visited by the show's main characters. The aims of the show are to provide an engaging learning experience that helps students understand the criteria used to classify Solar System bodies and appreciate the environmental conditions needed to support life as we know it. Further, the show aims to communicate why Earth - with a balance of systems and resources found nowhere else - is an "amazing oasis" in our Solar System. The Standards-Based Learning Activities for Middle School support and extend the content of the Solar System Odyssey show by providing clear, detailed ideas for pre- and post- visit lessons. The lessons center on Teaching about Technology Design, Integrating Science and Language Arts, Teaching about Environmental Systems and include science experiments, creative writing and vocabulary exercises, discussion and engineering design challenges. The lessons reference specific NASA missions, and some of the activities are modeled directly after previously produced NASA educational materials. The show and curricular materials have been translated and are available in Spanish.
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TEAM MEMBERS: Todd Boyette
resource research Media and Technology
This is an interview with paleontologist Stephen Jay Gould exploring his personal background, career accomplishments, research on Darwinism, and views regarding religion.
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TEAM MEMBERS: Curt Schleier
resource project Media and Technology
This project will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants. FieldScope currently provides various tools and applications for use by its existing user base that includes the GLOBE project and the Chesapeake Bay monitoring system. The application enables users to contribute volunteered geographic data collection efforts and sharing information among both professional and amateur users. The project would develop and test an enhanced version of the existing FieldScope application. The project supports major programming development for a fully-functional web-based application that would significantly enhance the usability of the current application. Along with programming new features and capabilities, the project involves extensive evaluation of the new capabilities and involves three citizen-based organizations as testbeds.

The project will increase the capability of the existing system to handle large numbers of users and user groups and also increase the number and variety of tools available to any user; provide customization through the adaption of common APIs; and provide for expansion of computer space through use of virtual servers in a cloud computing environment thereby limiting the need for installed hardware. This approach would maximize storage and computing power by being able to call on resources when necessary and scaling back when demand decreases. The platform would include advanced visualization capabilities as part of a suite of analytic tools available to the user. Social networking applications would also be incorporated as a way of enabling communication among users of a particular site. The operation of the portal would be supported by the NGS and made available free of charge to any group of users applying for space. Nominal fees will be applied to large organizations requiring large computing space or additional features. User groups can request NGS supply custom features for the cost of development and deployment.

The evaluation of this project is extensive and focused on formative evaluation as a means to identify user preferences, from look and feel of the site to types of tools desired and types of uses expected. The formative evaluation would be conducted ahead of any commitment to programming and formatting of the features of the site. The project responds to a need expressed throughout the citizen science community for web-based applications that enable individuals to engage in a topic of interest, interact in various ways on such a site including the submission of data and information, analyze the information in concert with others and with working scientists in the field, and utilize state-of-the-art tools such as visualization as a way of making sense of the data being collected. There have been numerous proposals to create similar types of sites from various groups, each based on its own perceived needs and grounded in its own particular discipline or topic. This activity could serve this community more broadly and save similar groups the trouble and expense of creating sites from scratch.
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resource project Media and Technology
Small Matters is a scientific storytelling project in response to a supplemental funding opportunity designed to pair an NSF Center for Chemical Innovation with an Informal Science Education organization. Meisa Salaita, Director for Education & Outreach for the Center for Chemical Evolution, and Ari Daniel, independent radio and multimedia producer and science journalist, collaborated on this project designed to increase chemical literacy in the general public and promote partnerships between scientists and informal science educators. In the tradition of folklore, educators have used storytelling to stimulate students’ critical thinking skills across and within disciplines, demonstrating an improvement in comprehension and logical thinking, enhancing memory, and creating a motivation and enthusiasm for learning. Within science, storytelling allows learners to experience the how of scientific inquiry, including the intellectual and human struggles of the scientists who are making discoveries. Accordingly, our project uses multimedia and live performance to engage the public in learning about chemistry through storytelling. We have developed a series audio pieces entitled Small Matters aimed at enriching public science literacy, namely within the chemical sciences. The format of these pieces includes standard public radio narrative style, short scientist-narrated nuggets, and imaginative sonic explorations of key chemistry concepts. The stories have been disseminated through a variety of broadcast media connections, including "Living on Earth" and local Atlanta public radio station WABE. In addition to the audio-based science journalism pieces that we have been producing, we have taken the stories we uncovered and brought them to live audiences, integrating chemistry, journalism, and the arts to create a human connection between our scientists and the public. The radio pieces were woven in with performances of poetry, comedy and satire in collaboration with literary performing arts group The Encyclopedia Show to create a live variety show (May 2013). In addition, scientists identified through our production of Small Matters were trained in storytelling techniques and brought together for an evening of live storytelling in Atlanta with The Story Collider (March 2014).
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TEAM MEMBERS: NSF/NASA Center for Chemical Evolution Meisa Salaita
resource project Media and Technology
Climate Change:  NASA’s Eyes on the Arctic is a multi-disciplinary outreach program built around a partnership targeted at k-12 students, teachers and communities.  Utilizing the strengths of three main educational outreach institutions in Alaska, the Challenger Learning Center of Alaska partnered with the University of Alaska Museum of the North, the Anchorage Museum and UAF researchers to build a strategic and long lasting partnership between STEM formal and informal education providers to promote STEM literacy and awareness of NASA’s mission.  Specific Goals of the project include: 1) Engaging and inspiring the public through presentation of relevant, compelling stories of research and adventure in the Arctic; 2) strengthening the pipeline of k-12 students into STEM careers, particularly those from underserved groups; 3) increasing interest in science among children and their parents; 4) increasing awareness of NASA’s role in climate change research; and 5) strengthening connections between UAF researchers, rural Alaska, and Alaska’s informal science education institutions.  Each institution chose communities with whom they had prior relationships and/or made logistical sense.  Through discussions analyzing partner strengths, tasks were divided; the Challenger Center taking on the role of k-12 curriculum development, the Museum of the North creating animations with data pulled from UAF research, to be shown on both in-house and traveling spherical display systems and the Anchorage Museum creating table top displays for use in community science nights.  Each developed element was used while visiting the identified communities both in the classroom environment and during the community science nights.
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TEAM MEMBERS: James Kenworthy
resource project Media and Technology
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.
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TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling
resource project Media and Technology
The Maryland Science Center (MSC) Astrobiology project includes an interactive exhibit and Davis Planetarium program for school and public museum visitors, exploring the search for life in our Solar System, the search for exoplanets and an understanding of extreme forms of Earthly life. Four day-long Educator Workshops have taken place during the project with a total of 179 teachers participating.

Baltimore’s MSC is the lead institution, with the project led by PI Van Reiner, MSC President and CEO and Co-PI Jim O’Leary, MSC Senior Scientist, and science advisors consisting of astronomers, biologists, a geologist and educators representing NASA Goddard Space Flight Center, Space Telescope Science Institute, Carnegie Institute of Washington, Johns Hopkins University and the University of Maryland and Maryland School for the Blind.

The project provides visitors with a sense of the Milky Way Galaxy’s size and composition, the galaxy’s number of stars and potential planets, and the number of other galaxies in the Universe. The exhibit explores Earthly extremophiles, what their survival signifies for life elsewhere in the Solar System, and examines possibilities for life on Mars and moons of the Solar System, explores techniques used to detect exoplanets and NASA’s missions searching for exoplanets and Earth-like worlds. The project looks to provide a sense of the vast number of potential planets that exist, the hardiness of Earthly life, the possibilities for life on nearby planets and moons, and the techniques used to search for exoplanets.

The exhibit and Planetarium program premiered November 2, 2012, and both remain as long-term Science Center offerings. Since opening, MSC has hosted nearly a million visitors, and with the Life Beyond Earth exhibit located in a highly trafficked area near the Davis Planetarium and Science On a Sphere, the great majority of visitors have experienced the exhibit. The We Are Aliens program in the Davis Planetarium has been seen by more than 26,000 visitors since opening.
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TEAM MEMBERS: Van Reiner Jim O'Leary
resource research Media and Technology
The article presents the author's insights on educational technology research in informal learning environments and on the idea of informal learning. He says that non-formal environments offer fewer controls on the activities of learners and leave the conditions of learning to the learners. He states that non-formal learning is more focused on the learners' selected types of learning on a particular sub-groups of the population. He mentions that this type of learning addresses all kinds of questions which are driven by learners' needs and curiosity. The author also suggests that it is
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TEAM MEMBERS: Richard Schwier
resource research Media and Technology
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl