The project will develop and research how an emerging technology, immersive virtual reality (IVR) using head mounted displays (HMDs), can enhance ocean literacy and generate empathy towards environmental issues. Recent advances in design have resulted in HMDs that provide viscerally realistic and immersive experiences that situate participants in underwater or other remote environments. IVR can provide many people with virtual access to these environments, including persons with disabilities, people living away from coastal areas, or those who lack access for other reasons (e.g., low-income families, underserved/underrepresented communities, persons untrained in diving). The project will develop a high quality 360-degree underwater film that includes live action footage, animation, and interactive elements. The IVR experience will take the participant through an immersive underwater journey of a Pacific reef, using realistic visualizations, narrative, and a compelling story to engage participants in learning the ecology and biology of coral reefs, as well as the impacts of climate change and human disturbances on ocean ecosystems. In addition to the IVR ocean journey, the project will integrate interactive functionality of being on a reef during mass coral spawning, an annual natural phenomenon through which coral reefs replenish their populations. With hand-held controllers, participants will be able to "swim" through the water, watch the degraded reef recover and grow and will have the ability to change the rate of coral recovery and learn how increases in temperature impede coral recovery. While research has been conducted on early, desk-top versions of IVR, the potential impact of IVR on learning is still unclear. The research findings will help guide the development of IVR for use in informal STEM environments such as aquariums, zoos, science museums, and others. The IVR experience will be shared on online platforms for home viewing, at film festivals and conferences, and in informal learning environments.
The project addresses the need for research on the impacts of IVR devices as it become more affordable and more widely used at home and in other informal and formal environments. Few studies have investigated how design elements impact the user in IVR, in which the increased immersion affects the stimuli perception and cognitive processing. The research will assess the learning affordances and impacts of the IVR experience on participant ocean literacy (adapting items from an existing ocean literacy survey), environmental empathy/feelings of presence (naturalistic observations and post-experience interviews), and perceived self-efficacy (pre-post survey, post-interview interviews). In addition, the project will research how segmentation (i.e., a continuous experience vs. an experience with breaks), generative learning tasks (hands-on experiences and interactive during IVR), and gender of the narrator in an IVR experience supports learning about ocean environments. Researchers will collect data from students attending high schools with predominantly minority student enrollments. Research findings will be widely shared through peer-reviewed publications, conference presentations, and publications for educators and designers.
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.
The Antarctic Dinosaurs project aims to leverage the popularity and charisma of dinosaurs to inspire a new generation of polar scientists and a more STEM (Science, Technology, Engineering, Mathematics)-literate citizenry. The project, centered on a giant screen film that will reach millions of theatrical viewers across the U.S., will convey polar science knowledge through appealing, entertaining media experiences and informal learning programs. Taking advantage of the scope of research currently taking place in Antarctica, this project will incorporate new perspectives into a story featuring dinosaurs and journey beyond the bones to reveal a more nuanced, multi-disciplinary interpretation of paleontology and the profound changes the Antarctic continent has endured. The goals of the project are to encourage young people to learn about Antarctica and its connection to the rest of the globe; to challenge stereotypes of what it means to participate in science; to build interest in STEM pursuits; and to enhance STEM identity.
This initiative, aimed particularly at middle school age youth (ages 11-14), will develop a giant screen film in 2D and 3D formats; a 3-episode television series; an "educational toolkit" of flexible, multi-media resources and experiences for informal use; a "Field Camp" Antarctic science intervention for middle school students (including girls and minorities); fictional content and presentations by author G. Neri dealing with Antarctic science produced for young people of color (including non-readers and at-risk youth who typically lack access to science and nature); and presentations by scientists featured in the film. The film will be produced as a companion experience for the synonymous Antarctic Dinosaurs museum exhibition (developed by the Field Museum, Chicago, in partnership with the Natural History Museum of Los Angeles County, Discovery Place, Charlotte, NC, and the Natural History Museum of Utah). Project partner The Franklin Institute will undertake a knowledge-building study to examine the learning outcomes resulting from exposure to the film with and without additional experiences provided by the Antarctic Dinosaurs exhibition and film-related educational outreach. The study will assess the strategies employed by practitioners to make connections between film and other exhibits, programs, and resources to improve understanding of the ways film content may complement and inspire learning within the framework of the science center ecosystem. The project's summative evaluation will address the process of collaboration and the learning impacts of the film and outreach, and provide best practices and new models for content producers and STEM educators. Project partners include film producers Giant Screen Films and Dave Clark Inc.; television producer Natural History New Zealand (NHNZ); Discovery Place (Charlotte, NC); The Franklin Institute; The Field Museum; The Natural History Museum of Utah (The University of Utah); author G. Neri; and a team of scientists and diversity advisers. This project is funded by the Advancing Informal STEM Learning (AISL) program, which 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. The project has co-funding support from the Antarctic section of the Office of Polar Programs.
This 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.
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. This project is funded by the Advancing Informal STEM Learning (AISL) program, which 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.
This cooperative agreement will support the Tech Museum of Innovation (The Tech) in San Jose, California in acquiring SOS-related hardware and software, as well as providing the technical support to facilitate the installation of SOS in The Tech's Exploration Gallery in 2005-2006. Science On a Sphere will be the focal point of The Tech Museum's newly renovated Explorations gallery. The dramatic sphere will draw visitors to the center of the 8,000 square-foot space. Hands-on experiences around the sphere will engage visitors in meaningful explorations of NOAA data. The Tech Museum will apply its exhibit and program development expertise to make SOS accessible to people of all ages, backgrounds, and educational levels. All panel text, audio, and captions will be presented in both English and Spanish to allow greater accessibility for local audiences. The Tech's SOS system will focus on three topics of great interest to Californians: Earthquakes, Ocean, Space. NOAA data will enable us to showcase the technology that is used to measure, monitor, and track environmental changes in our world. We hope to further address the potential of data modeling to aid in predicting the future state of the environment based on our actions. The Tech is also opening a new environment exhibition, Green By Design (GBD) in 2006. This exhibit focuses on how sustainable design and technological innovation offer potential solutions to many of our global environmental challenges. SOS will provide a compelling centerpiece to support the educational purpose of this gallery as it effectively illustrates how data collected with remote sensing technologies are helping us understand and make predictions about our dynamic environment and the future of our planet. SOS will illustrate how these data collecting technologies assist us in developing our knowledge about our planet and its solar system.
This project creates a pilot program to deliver ocean literacy learning opportunities to 7 million people across the country through installation of dynamic Ocean Interpretive Stations at five Coastal America Coastal Ecosystem Learning Centers: the Aquarium of the Pacific in Long Beach, CA; the J.L.Scott Marine Education Center in Ocean Springs, MS; the John G. Shedd Aquarium in Chicago, IL; the National Aquarium in Baltimore, MD; and the National Mississippi River Museum & Aquarium in Dubuque, IA. These Interpretive Stations present vital messages of ocean literacy to the broad public using and expanding on a proven product in a free choice learning environment in four key sites across the country. The pilot kiosks provide the regional stories of Chesapeake Bay and the Atlantic, the Great Lakes, the Mississippi River watershed and the Gulf of Mexico, and the Pacific. The Ocean Interpretive Stations enhance ocean literacy among museum goers through multimedia offerings, providing current, newsworthy and foundational ocean topics to encourage visitor learning. The project has the potential to be disseminated to 18 other Coastal Ecosystem Learning Centers throughout the United States, with the possibility of reaching over 25 million visitors. The project outcomes are: Increased awareness of ocean issues on the part of visitors; increased knowledge of regional ocean issues; increased capacity of sites to provide additional resources to teachers in the four regions; and encouragement of additional partnerships in the future.
This project will establish a new spherical display system exhibit. The Hatfield Marine Science Visitor Center (Newport, Oregon) will acquire and install a 3 ft. Magic Planet as part of a larger interactive data visualization exhibit. Pacific Northwest regional data sets will complement NOAA global data to serve as a model education program. Specific focus areas include coastal climates, hypoxia/dead zones, algal blooms, and/or aquatic invasive species. The Principle Investigator for this project have unique expertise in K-12 education, teacher professional development, curriculum development and evaluation, particularly in free-choice learning environments.
Whitaker Center for Science and the Arts in Harrisburg, Pennsylvania is developing a new permanent public exhibition gallery focusing on environmental and earth systems science to be called Forces of Nature. With NOAA support, Science On a Sphere will be the centerpiece for this new gallery. A collaboration is planned between Whitaker Center and the Department of Meteorology at The Pennsylvania State University in which existing datasets provided by Penn State researchers with NOAA data and meteorological models will be prepared for presentation on spherical display systems.
The Sciencenter seeks to develop a 1,500-square-foot traveling exhibition, called "Here to the Ocean," on how activity in inland watersheds affects the health of the ocean, and therefore the planet. The unifying theme of the exhibition is "What we do here, has an impact there," and the key take-home message for museum visitors is that ocean water quality is not just a coastal issue. This exhibition will travel to museums throughout the United States, reaching an estimated 200,000+ visitors annually for at least seven years, resulting in an estimated total impact of 1.5 million visitors in at least 20 U.S. cities. The core audience of this exhibition will be families with children ages 6-12, and children visiting museums in school groups. "Here to the Ocean" will feature interactive open-ended exhibits that bring watershed science to life, including an immersive experience allowing visitors to conduct their own virtual underwater tours of watersheds by stepping inside and operating a submersible research vehicle on an expedition from a backyard creek all the way to the ocean. This and other exhibits will feature stunning high-definition video footage depicting fauna from various water ecosystems, as well as human activities that affect watershed health. Additional hands-on exhibits will help visitors to understand how watersheds are connected to the ocean, basic concepts in hydrology, the impact of pollution, and what science offers in the way of solutions to watershed problems. Exhibits will be designed to inspire visitors to adopt behaviors that protect their local watersheds. Visitors experiencing this exhibition will: 1) leave with an increased understanding of watershed science that will help them make informed, data-driven decisions on issues relating to watersheds; 2) have an increased awareness of the importance of watershed health and positive attitudes about the need to protect local watersheds; 3) have an increased understanding of the value of science in solving environmental problems and will be inspired to stay involved in science through school and/or career; and 4) feel an increased sense of personal watershed stewardship which they will share with others.
The Boonshoft Museum of Discovery/Discovery Zoo in Dayton, OH has developed and implemented a new, permanent exhibition featuring NOAA's Science on a Sphere. The exhibition builds environmental literacy among public visitors, K-12 students, and the myriad of groups that the Museum reaches. A signifi cant portion of the audience is from underrepresented groups. A special display within the exhibition focuses on the Mississippi Watershed and how it is related to the health of the oceans. The exhibition also includes three interactive stations where visitors can engage in hands-on activities related to NOAA datasets.
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
The summative evaluation focuses on two project components: (1) an IMAX® Dome film, titled Coral Reef Adventure, and (2) an associated interactive exhibit, titled Weird, Wild and Underwater, intended to be displayed in museum and science center lobbies. The general goals for the summative evaluation study were to assess the appeal of "Coral Reef Adventure" film and the lobby exhibit; acquisition of scientific knowledge and understanding as related to the project’s learning goals and understanding of film topics; and the impact that the exhibit has on viewers of the film. A separate-sample
C-RISE will create a replicable, customizable model for supporting citizen engagement with scientific data and reasoning to increase community resiliency under conditions of sea level rise and storm surge. Working with NOAA partners, we will design, pilot, and deliver interactive digital learning experiences that use the best available NOAA data and tools to engage participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and predicted changes for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through real-world planning challenges developed with our city and government partners in Portland and South Portland, Maine. Over the course of the project, thousands of citizens from nearby neighborhoods and middle school students from across Maine’s sixteen counties, will engage with scientific data and forecasts specific to Portland Harbor—Maine’s largest seaport and the second largest oil port on the east coast. Interactive learning experiences for both audiences will be delivered through GMRI’s Cohen Center for Interactive Learning—a state-of-the-art exhibit space—in the context of facilitated conversations designed to emphasize how scientific reasoning is an essential tool for addressing real and pressing community and environmental issues. The learning experiences will also be available through a public web portal, giving all area residents access to the data and forecasts. The C-RISE web portal will be available to other coastal communities with guidance for loading locally relevant NOAA data into the learning experience. An accompanying guide will support community leaders and educators to embed the interactive learning experiences effectively into community conversations around resiliency. This project is aligned with NOAA’s Education Strategic Plan 2015-2035 by forwarding environmental literacy and using emerging technologies.