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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TEAM MEMBERS:
Mary Lou MaherTom YehJennifer Preece
The report is of the treatment of the Flight of the Butterflies IMAX film. 42 individuals participated in four focus groups in two cities and were asked to read the film treatment in advance and were shown a two and a half minute video clip. Participants then completed a four-page questionnaire with open and closed-ended questions, and engaged in an hour-long discussion of the treatment. Survey and focus group questions were designed to elicit audience perspectives on the appeal and scientific content of the script, including discussion of the film concept, use of the large format medium
With NCRR SEPA Phase I funding, the Exploratorium developed a microscope imaging station (MIS) for public use in the museum. At this facility, visitors explore living things using research-grade equipment. For visitors, microscopes and images are engagement points for learning more about basic biology, biomedical research, and human health. With SEPA Phase II funding, the Exploratorium proposes to use the infrastructure and educational approach developed in Phase I to: (1) Create a wider, more comprehensive array of biomedically relevant, image-based materials-including still and time-lapse images, movies, and teaching activities; and (2) Disseminate these to students, teachers, museum visitors, the broader public, and other science centers. The Exploratorium will collaborate with biomedical researchers to generate high-resolution images and plan public programs. Material from these collaborations will be on current biomedical topics. Planned dissemination activities include eight "Meet the Scientist and Learn about Their Research" public programs; Saturday teacher workshops; development of multimedia exhibit content for museum display; development of web content for the MIS site; creation of image-based teacher activities; inclusion of images, movies, and activities in established web-based teacher resources (as well as new resources for high-bandwidth Internet2 application). Materials will be free to other educational institutions. Using these dissemination strategies, the Exploratorium expects to attract and engage well over 1 million visitors annually.
The Miami Museum of Science, in collaboration with University of Miami's (UM) School of Medicine, is requesting a Phase II grant to support national replication of the Biomedical Training, Research and College Prep (BioTrac) Project. The goal of Phase I, now in its final year of funding, was to develop a replicable model aimed at increasing the numbers of underserved students entering the biomedical research pipeline. Phase I focused on priority areas under Healthy People 2000 reflecting health issues of interest to the community as well as resources available through UM's Jackson Memorial Medical Center. Comprising hands-on project-based programming, career awareness activities, college prep, research internships and college residential experiences, the project has served 98 students to date, of whom 88% are low-income and 96% reside in homes where English is the second language. Of the 43 seniors who have graduated to date, 42 are enrolled in post-secondary studies. Of these, 52% have chosen a science-related major, and of these, 73% have chosen a biomedical course of study. Under the proposed Phase II project, the useum will establish BioTrac as a national demonstration site, extending BioTrac strategies and materials to formal and informal science institutions (ISis) through site-based institutes, distance-learning opportunities and professional conferences and publications. Continued delivery of BioTrac programming at the demonstration site will also further increase the number of underrepresented students entering the biomedical research pipeline, and allow for further programming aimed at increasing public understanding of Healthy People 2010 priorities and biomedical research. The museum will target ISis with youth programs to attend a three-day replication institute, reaching a minimum of 30 ISis during the grant. Through participation in national conferences and professional development sponsored by the Association of Science-Technology Centers, representng 340 ISis, the model has the capacity to impact small, medium, and large science centers nationwide. The model will also be adaptable for use by the other 123 Upward Bound Math & Science Centers engaged in science enrichment programming for underserved youth. Finally, elements of the model will be suitable for extracurricular school-based science clubs and high school magnet programs focused on biomedicine, further extending the potential impact of the model to school districts nationwide.
BioTrac will expand opportunities in biomedicine for low-income, first-generation college-bound high school students, increasing the number interested in, and prepared to enter, the biomedical research pipeline. Specific objectives are to: (1) Raise awareness of careers in biomedicine and provide students with real-world biomedical research experiences; (2) Increase awareness of requirements and opportunities for related post-secondary study; (3) Increase public understanding of the importance and diversity of biomedical research; and (4) Disseminate project outcomes. In collaboration with the University of Miami (UM) and Miami-Dade County Public Schools (M-DCPS), the Museum will design and implement a replicable model program exposing students to research on selected priority areas outlined in the Public Health Service's Healthy People 2000 agenda. The program will focus on areas with significant local research capacity, ties to local growth industries, and relevance to Miami-Dade's diverse communities. Students will investigate each area through hands-on lab activities, on-line research, site visits to research facilities, and through interactions with research scientists at UM's nationally renowned Jackson Memorial Medical Complex. Students will work in teams to conduct community-focused research on aspects of each priority area, using technology skills acquired as part of the program to document their research through digital video, PowerPoint presentations, and development of a BioTrac website. Students will present their research at annual symposia held at the Museum. They will also serve as science explainers in the Museum's galleries, interpreting biomedical-related exhibits to the general public. During the summer before 12th grade, students will attend residential programs at University of Florida and Florida A&M University, gaining exposure to post-secondary programs leading to careers in biomedical research. Students in 11th and 12th grade will also be encouraged to participate in M-DCPS's Advanced Academic Internship Program, gaining up to three honors credits for work in institutions engaged in biomedical research. Following 12th grade, prior to beginning college, students will be placed in an eight-week summer internships at UM labs engaged in a broad spectrum of biomedical research. The Museum will disseminate students' research experiences and project findings through an BioTrac web page, ASTC and Upward Bound conferences and networks, and Museum and UM publications.
Recent biomedical research has transformed scientific understanding of human biology. But many of these advances haven’t filtered into public awareness, hindering our ability to make good health-related decisions. A new educational program ‒ Biology of Human ‒ will help the public, particularly young people, better understand advances in biomedical research. This innovative, learning research-based science education program is strategically designed to increase awareness of and understanding about new biomedical research developments pertaining to human biology. Biology of Human will provide a sophisticated science education outreach package for students aged 11 to 15 and adults, including parents and educators. The project's goal is to leverage the latest biomedical information and innovations, a dynamic suite of educational and dissemination strategies, and research-driven approach grounded in sociology to broadly educate youth and adults about human biology. A team led by the University of Nebraska State Museum, the Department of Sociology at the University of Nebraska-Lincoln, and the NIH/NCRR-funded Nebraska Center for Virology (a Center of Biomedical Research Excellence) will work with science writers, kids, and educators to complete three specific aims: 1) stimulate interest in and understanding of biomedical research's importance to diverse individuals' health, communities, and environments; 2) establish partnerships among science educators, biomedical researchers, science journalists, and others to create dynamic educational resources focused on biomedical research developments and human biology; and 3) increase youths' interest in biomedical science. Biology of Human will provide adults and youth with several simultaneous, complementary options for learning about how biomedical research has helped us understand human biology including essays, books and blogs; entertaining and scientifically accurate mobile and tablet apps; activities and graphic stories; and a Web site that complements and supports the project's professional development programs. More than 175,000 youth and adults are expected to be directly impacted through this effort.
The long-term goal is to broaden our model program that currently targets African-American populations in the national capital area. The aim of the program is to: a) educate junior and senior high students and elementary school teachers directly; and b) provide opportunities for exploration of health-related sciences for the public at large (via an interactive website) so that topics in the biomedical sciences become "friendly and familiar" rather than the existing stereotype that science is erudite, obtuse, and incomprehensible. Specific objectives: (A) Design hands-on experiences in science laboratories and opportunities to interact with scientists in the setting of a sophisticated research institute; especially target under-represented minorities, students from inner city schools and other local schools where science opportunities may be limited. This will include junior and high school students, elementary school teachers, as well as interactions with Children's Museum and other similar organizations. (B) Set up interactive web-based informatics to include: i) a system where high school students could refine the question they are posing for science projects by discussing it with a professional scientist; ii) a general "ask-the-expert" site for science and health issues; iii) a reference site containing the detailed experimental protocols for student experiments; and iv) an interactive resource to aid teachers throughout the U.S. to establish contacts with scientists. The goal of this project is to extend the reach of current health science programs that are targeted to females, African-American junior and senior high school students, and elementary school teachers, located in the Washington, D.C., metropolitan area. The project includes laboratory apprenticeships, student mentoring, and an interactive website to help students and teachers establish contact with scientists nationwide.
The Royal Society of Chemistry commissioned TNS BMRB to conduct this research to provide well-grounded, robust data on the public’s relationship with chemistry in the UK. This programme of research aimed to understand where people are now, explore what drives people's views, identify windows of opportunity, and use evidence to produce guidance on opportunities and challenges in communicating chemistry to the public.
As collective impact initiatives blossom around the country, Northern Kentucky provides a case study in handling a dilemma that can spring from that growth: When multiple initiatives develop overlapping missions, members, and audiences, how can you reduce competition and increase impact? Today, Northern Kentucky's education initiatives are aligned through a backbone organization that aims to improve all youth supports, from birth to career.
Using a kind of dynamic film, Latour analyzes three recent moments in the history of science and technology, involving John Whittaker of the Pasteur Institute, Watson and Crick and Tom West of Data General. Text in Portuguese.
During the first EU-funded project EUSCE/X (European Science Communication Events / Extended), a "White Book" was developed in 2005, containing the experiences of exploring 21 European science engagement events like science festivals. The White Book has 13 chapters ranging from "purpose and philosophy" across "management", "education", "funding" to "European dimension".
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.