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resource project Public Programs
To promote ocean and climate change literacy that addresses the needs of the Gulf of Mexico region, six aquariums based on the Gulf are partnering to educate the communities on both risks and ways to contribute locally to sustainability. The aquariums are combining community outreach programs, stewardship promotion, social networking and workshops for non-formal educators to reach broad audiences throughout the Gulf in Florida, Mississippi, Alabama, Louisiana, Texas and Mexico. Each partner is developing content that emphasizes local ecosystems and consequences of climate change, tailoring stewardship activities to address them. Over five years, the aquariums will reach out to diverse audiences in their communities, which have populations that total over five million people. With evaluated programs, exhibits, and websites in place, the partners will be able to continue building stewardship and educating their communities after the award ends.
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TEAM MEMBERS: Debbi Stone
resource project Public Programs
As part of its on-going commitment to engage, inform, and inspire visitors around issues of critical importance to ocean conservation, the Monterey Bay Aquarium opened the nation's first live aquatic animal exhibition on climate change and the ocean. This award supports a comprehensive and integrated suite of associated informal educational activities, designed to extend the exhibit experience and allow visitors to explore this critically important topic in more depth during their visit and after leaving the Aquarium. These activities include: community engagement events, virtual reality auditorium programs using Google Earth, musical theater presentations, and exhibit interactives that allow audiences to discuss solutions to ocean issues. Over the course of three years, this initiative will reach more than 4.5 million people and: 1) raise public awareness about the connection between climate change and ocean health; 2) demonstrate that public actions do have an impact on climate change (and therefore ocean health); and 3) encourage meaningful action to address climate change.
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TEAM MEMBERS: Cynthia Vernon
resource project Media and Technology
The Aquarium of the Pacific is creating an immersive exhibit for exploring the role of the ocean in climate change and its responses under different scenarios. The center of the experience is NOAA's Science On a Sphere (SOS), a proven platform for displaying a rich variety of earth system datasets that reveal global and large scale region processes and phenomena that are easily grasped by the general public. Combining SOS with a system of linked plasma screens allows additional local and regional stories that bring global messages down to a more personal level. Two programs are being developed initially focusing on: (1) implications of sea level rise, and (2) marine ecosystems. Both explore how the vulnerability of systems can be reduced and their resiliency enhanced through mitigation and adaptation.
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TEAM MEMBERS: Jerry Schubel
resource project Media and Technology
The Worldviews Network - a collaboration of institutions that have pioneered Earth systems research, education and evaluation methods - is creating innovative approaches for engaging the American public in dialogues about human-induced global changes. Leveraging the power of immersive scientific visualization environments at informal science centers across the US, we are developing transformative educational processes that integrate the benefits of visual thinking, systems thinking, and design thinking. This "seeing, knowing, doing" approach empowers educators with tools and techniques that help audiences to visualize, comprehend, and address complex issues from a whole-systems perspective. The Worldviews Network will make explicit the interconnections of Earth's life support systems across time and space as well as inspire community participation in design processes by providing real-world examples of successful projects that are increasing the healthy functioning of regional and global ecosystems.
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TEAM MEMBERS: Ka Chun Yu Ryan Wyatt
resource project Media and Technology
Teen Conservation Leadership is a major integration and expansion of the Monterey Bay Aquarium's existing teen education programs (Student Oceanography Club, Young Women in Science and Student Guides). The project is growing and enhancing these programs through the following activities: - Service-Learning and Leadership Activities, including: Guest Service Track: professional development and training as interpreters Camp and Club Track: serving as a mentor for other participants Program Track: assisting in the delivery of programs - Conservation and Science Activities, including participating in and leading projects with local organizations, and participating in technologically facilitated outdoor learning experiences - Teen Network and Technology Activities, including onsite networking and information sharing through Web 2.0 technology The project will reach 930 teens. Each teen will provide 200 service-learning hours per year. The sequential nature of this project will encourage many teens to participate for multiple years.
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TEAM MEMBERS: Rita Bell
resource project Media and Technology
The Science Museum of Virginia has assembled a unique team of federal, state, and private institutions to create The Earth System Display Center based on the Science on a Sphere (SOS) platform. The goal of the Center is to capture the visitor's attention and spur interest in climate change literacy and how impacts on a local scale can have an aggregate effect globally. Of particular significance are a docent training program to stimulate and facilitate visitor interaction with the Sphere through dialogue, and formative and summative evaluation of the impact of docent led Sphere experiences with the general public. SOS will anchor a new data display center for examining global impacts of energy consumption, stormwater management, agriculture practices, and climate change - tying together Earth system themes from four major projects now underway at the Science Museum in Richmond, Virginia. Use of NOAA data sets and the Sphere as a dynamic presentation tools coupled with flatscreens will enable the conveyance of local and statewide trends and issues into a compelling global context.
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TEAM MEMBERS: Richard Conti
resource project Media and Technology
This project will create a new educational tool for river awareness in the United States through a mobile device application called Raindrop. Raindrop traces the flow of water from the user's home location to a downstream watershed location. Raindrop is part of a larger installation named FLOW (Can You See the River?), which joins the cognitive power of science with the affective power of the arts by creating virtual and physical spaces for river awareness in the White River watershed in Indianapolis, IN. In addition to the flow path, Raindrop functionality includes watershed context and physical marker mapping, flow path water quality indicators, utilization of NOAA weather feeds and alerts, weather and climate comparisons, storm event size implications, and guidance on watershed restoration actions. Artist-designed physical markers are strategically located in the watershed to direct the virtual user to physical areas of interest.
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TEAM MEMBERS: timothy carter
resource project Media and Technology
This 2-year program will advance the way informal ocean science education institutions reach underserved/underrepresented families by facilitating and formalizing relationships between informal science education centers and community based organizations. Project teams in five New England communities will collaborate to create a practicable, outdoor ocean-science learning experience specifically designed for families in their shared service area. Building on a needs assessment produced through target-audience focus groups, the program will combine coastal field experiences with web-based interactive and participatory learning activities developed and tested by the Encyclopedia of Life (EOL; www.eol.org/) and the Northeast Regional Association for Coastal and Ocean Observing Systems (NERACOOS) to support in-field and ongoing learning. Science content will be informed and vetted by NOAA research scientists and work between the science centers and community organizations will be professionally facilitated. Formats and effectiveness will be evaluated by external evaluators and revised throughout the project.
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TEAM MEMBERS: Wendy Lull
resource project Media and Technology
Literacy Volunteers of America (LVA) - Monroe County, Inc. and The College of Exploration are developing and implementing a pilot project to target traditionally under-represented ethnic groups who are limited English proficient-- many reading and writing in English at the grade 0 - grade 5.5 level. The project goals are for learners of English as a Second Language (ESL) to use digital photo cameras, digital video cameras, waterproof underwater HD cameras and GPS technologies to geo-locate, explore, observe, record, display and tell stories in English both in words, photos and short HD video clip sequences. Stories will be about the exploration of places like the National Marine Sanctuaries and other areas of the country and coasts where there are scientific observation and monitoring opportunities created and supported by NOAA partners.
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TEAM MEMBERS: Mary Casanova Peter Tuddenham
resource project Public Programs
The Growing Beyond Earth Project (GBE) is a STEM education program designed to have middle and high school students conduct botany experiments, designed in partnership with NASA researchers at Kennedy Space Center, that support NASA research on growing plants in space. GBE was initiated by Fairchild Tropical Botanic Garden in collaboration with NASA's Exploration Research and Technology Programs and Miami-Dade County Public School District. Project goals are to: (1) improve STEM instruction in schools by providing authentic research experiments that have real world implications through curricular activities that meet STEM education needs, comprehensive teacher training, summer-long internships and the development of replicable training modules; (2) increase and sustain youth and public engagement in STEM related fields; (3) better serve groups historically underrepresented in STEM fields; and (4) support current and future NASA research by identifying and testing new plant varieties for future growth in space. During the 2016-17 academic year, 131 school classrooms participated in the program. To date, students have tested 91 varieties of edible plants and produced more than 100,000 data points that have been shared with the researchers at KSC.
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TEAM MEMBERS: Carl Lewis Amy Padolf
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource evaluation Public Programs
During the school year of 2016-2017, Fairchild Tropical Botanic Garden (Fairchild) implemented the first year of a four-year project entitled: Growing Beyond Earth (GBE). NASA is providing funding support for project implementation as well as an external project evaluation. The evaluation activities conducted this year were focused on understanding project implementation and exploring project outcomes using data collected between September 2016 and May 2017. This report’s findings and accompanying recommendations inform next year’s project implementation and evaluation activities.
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TEAM MEMBERS: Catherine Raymond Amy Rubinson Carl Lewis Marion Litzinger Amy Padolf