The project team is developing and testing a prototype of Thinkzone, a blended learning portal intended for Kindergarten through Grade 8 teachers to host existing education learning games across core subject areas. The prototype will host games, and include a learning system to train educators to integrate games to replace or supplement instructional practice. In the Phase I pilot study will include 10 teachers and 200 students. The researchers will examine if the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether students are engaged across the various games.
Beginning in September 2015, with funding from the National Science Foundation (NSF), Twin Cities Public Television (TPT) initiated the three-year project Latina SciGirls: Promoting Middle School-Age Hispanic Girls' Positive STEM Identity Development. The cornerstone of the project is a fourth season of the Emmy Award-winning television and transmedia project SciGirls, to premiere in 2017, in this case involving six half-hour SciGirls episodes filmed in Spanish showing groups of Hispanic girls and their Hispanic STEM mentors investigating science and engineering problems. The television
As part of the development work of Latina SciGirls, the independent evaluation firm Knight Williams Inc. conducted a front-end evaluation focused on gathering input from the project’s primary public audiences (Latina girls and their parents/guardians) and professional audiences (the project’s advisers and partners). A total of 86 participants representing these diverse audience perspectives were asked to review an episode of the SciGirls program Hábitat en Caos/Habitat Havoc and two role model scientist profile videos featuring Karin Block and Victoria Velez. Scheduled early in Year 1 of the
This project team will develop and test a prototype of Planet 3, a multi-media online platform to apply real world problems (e.g., pollution, overpopulation) to middle school earth and life science learning. The prototype will include videos, simulations, and games to allow opportunities for students to explore problem sets, collect and analyze data, and draw conclusions. At the end of Phase I in a pilot study with two classrooms, the researchers will examine whether the prototype functions as planned, where teachers can implement the prototype within classroom practice, and if students are engaged while examining real-world problems.
A three day TTT session was held in May 2015 at Twin Cities PBS in St. Paul, MN to train nine representatives from NGCP State Collaboratives in the SciGirls Seven and Citizen SciGirls project materials (episodes, activities). NGCP chose the nine leaders (from nine states) through an application process specifically targeting regions who had not previously received training on SciGirls research-based strategies. These trainers were then expected to hold two training sessions with up to 30 educators at each session between fall of 2015 and fall of 2016. Fourteen sessions were held reaching
The independent evaluation team subsequently undertook a formative evaluation to provide the production team with feedback on issues that arose from the front-end evaluation findings and from tpt’s early production work on the first Season Four episode and STEM role model videos.
As part of the development work of Latina SciGirls, the independent evaluation firm Knight Williams Inc. conducted a front-end evaluation focused on gathering input from the project’s primary public audiences (Latina girls and their parents/guardians) and professional audiences (the project’s advisers and partners).
Appendix includes logic model.
There was a time when “science comic” meant a straightforward collection of pictures with a lot of captions and a few word balloons. The main character would recite a series of facts and definitions, and any attempt at plot or character development would be interrupted by a lecture. The comics featured more diagrams than action scenes, with clunky and expository dialogue. Rather than comics making science enjoyable, science made comics boring.
Not anymore. The new generation of science graphic novels is designed as much to entertain as to educate. “The students love to read the books on
In prior projects, including a 2015 ED/IES SBIR award, the team developed two immersive multiplayer virtual game environments. In Eco and Colony, middle school students collaboratively apply scientific practices within the virtual worlds to address challenges, such as the availability of resources and energy and maintaining clean water. With this Phase I funding, the team is developing a prototype of a teacher dashboard designed to improve classroom implementation of the virtual environments. The prototype will automatically generate reports on individual student contributions to the progress of the classroom-wide game, and track progress in mastering curricular learning goals. In the Phase I pilot research for three middle school social studies classrooms, the project team will examine whether the dashboard functions as planned, if teachers are able to use the dashboard to feasibly integrate the game within the classroom environment, and if teachers are able to use reports to track student progress.
In prior research and development, the project team developed PocketLab, a set of web-based hands-on science simulations for middle school classrooms. With this Phase I funding, the team will develop and test a prototype of CloudLab, a classroom management platform to extend the functionality of PocketLab. The prototype will include a portal so that a class of students can collaborate on experiments, a lab notebook to analyze experimental data with graphing tools, and a teacher dashboard to monitor student progress in real time. In the Phase I pilot research, with six middle school teachers and 150 students, the project team will examine whether the prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
In prior research and development, the project team developed a StoryWorld, a computer-based intervention for English Learners (ELs) that presents children oral and written narratives in English while also providing the information in their first language. With this Phase I funding, the team will develop and test a prototype of a web-based dashboard that provides EL teachers real-time reports on children's progress in areas including for vocabulary, comprehension, fluency, and proficiency. At the end of Phase I, in a pilot study in three first grade classrooms, the researchers will examine whether the prototype functions as planned, is easy to use, and provides information teachers can understand and use to inform their language and literacy instruction?
Online visual communication of science focuses on interactive sharing and participatory collaboration rather than simple knowledge dissemination. Visuals need to be stunning to draw people in and engage them, and a cross-media approach together with digital multimedia tools can be used to develop a clear and engaging narrative to communicate complex scientific topics. On the web both science communicators and the public manage co-create, shape, modify, decontextualise and share visuals. When it happens that low science literacy publics devoid a picture of its information assets, caption or