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resource research Media and Technology
Educational researchers, scholars, theoreticians, and practitioners define, interpret, and study out-of school science education in various ways. Some use the term informal, while others prefer free-choice, outdoor education, everyday learning or lifelong learning. Preferences reflect theory, settings and practice, but regardless of the terminology, all researchers who are engaged in learning that occurs outside of schools are convinced that a wide range of environments—structured and unstructured—afford various types of engagement and learning. Learning science in such environments has
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resource evaluation Media and Technology
Two Billion More Coming to Dinner is a 9 minute 32 second long film developed for the Science on a Sphere (SOS) network by the Science Museum of Minnesota (SMM). This film was funded by a Discovery Grant from the University of Minnesota’s Institute on the Environment (IonE). Science Museum of Minnesota staff worked closely with members of IonE’s Global Landscapes Initiative to develop the visualizations and content for this production. Two Billion More Coming to Dinner explores ways of dealing with human’s need to produce enough food for the 9 billion people expected to live on the planet by
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TEAM MEMBERS: Molly Phipps Scott K. Van Cleave
resource evaluation Media and Technology
The Planet Earth Decision Theater (PEDT), funded by NOAA (grant # NA10SEC0080021), will be a major component of the Future Earth exhibition, which opens at the Science Museum of Minnesota (SMM or the Museum) in late October 2011. The theater will operate in two modes: a facilitated show with live actors and an audience response system to engage the audience, and an autorun show with similar content. This evaluation focuses on the live performance part of PEDT. When complete, live performances will take place in SMM’s newly refurbished Science on a Sphere (SOS) space that will include SOS, a
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resource evaluation Media and Technology
Planet Earth Decision Theater (PEDT) is a NOAA-funded project for Science on a Sphere (SOS) about the impact that humans have on the planet (grant #NA10SEC0080021). Survey data for this evaluation was collected at three live performances of PEDT on December 31, 2011. Overall, Planet Earth Decision Theater was well received and the visualizations were apprehensible and interesting to visitors.
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TEAM MEMBERS: Mollly Phipps Zdanna King
resource project Media and Technology
This Science Learning+ Planning Project will develop a prototype assessment tool (based on a mobile technology platform) to map STEM learning experiences across different learning ecologies (e.g. science centers, mass media, home environment) and to develop research questions and designs for a Phase 2 Science Learning+ proposal. The tool will focus on the impact of the learning ecologies on knowledge, interest, identity and reasoning rather than emphasize learning in a specific content area. The proposing team will develop and conduct a small scale usability study during the planning period, which will inform what is proposed in the Phase 2 research. A key focus of the planning period will be to identify and develop the theoretical constructs (i.e., outcomes) to be measured by the prototype App. As a starting point, the project will start with four of the six strands identified in Learning Science in Informal Environments (National Research Council, Bell et al., 2009): (1) interest triggered by a STEM experience; (2) understanding scientific knowledge; (3) engaging in scientific reasoning; and (4) identifying with the scientific enterprise. Discussion among the project partners during the planning process will revolve around how these strands should be measured in the Phase 2 research across ecologies. The measurement tool will assess the goal(s) that people set as they engage in STEM learning within each ecology and will measure the individuals' duration and level of engagement. The project will strive to utilize measures that: (1) are nonobtrusive; (2) are embedded in STEM experiences; (3) can be used across ecologies; (4) can be scaled for other ecologies than the ones examined in Phase 2 research; and (5) will be easy to use by researchers and practitioners.
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TEAM MEMBERS: Bradley Morris John Dunlosky Great Lakes Science Center University of Limerick IdeaStream (UK) Irish Independent newspaper
resource project Media and Technology
Young people's participation in informal STEM learning activities can contribute to their academic and career achievements, but these connections are infrequently explicitly recognized or cultivated. More systemic approaches to STEM education could allow for students' experiences of formal and informal STEM learning to be aligned, coordinated, and supported across learning contexts. This Science Learning+ planning project brings together stakeholders in two digital badge systems--one in the US and one in the UK--to plan for a study to identify the specific structural features of the systems that may allow for the alignment of learning objectives across institutions. Digital badge systems may offer an inventive solution to the challenge of connecting and building on youth's STEM-related experiences in multiple learning contexts. When part of a defined system, badges could be used to represent and communicate evidence of individual learning, as well as provide youth and educators with evidence-supported indicators for other activities in the system that might be interesting or valuable. Properly designed and supported badge systems could transmit critical information within a network of informal STEM programs and schools that (1) recognize context-dependent, interest-driven learning and (2) provide opportunities to explore those interests across multiple settings. This project advances the field of informal STEM learning in two ways. First, the project documents and analyzes the processes by which two small groups of informal science education organizations and schools negotiate the meaning and value of badges, as proxies for learning objectives, and how they decide to recognize badges awarded by other institutions. This process builds capacity within the target systems while also beginning to identify the institutional, cultural, and material capacity issues that facilitate or constrain the alignment process. Second, the project conducts a pilot study with a small number of youth in the US and UK to investigate factors associated with an individual youth's likelihood of: a) identifying badges of interest; b) connecting the activities of various badge systems to each other and to non-badging institutions, such as school or industry; c) determining which badges to pursue; and d) persisting in a particular badge pathway. Findings from this pilot study will help identify institution- and individual-level factors that might be associated with advancing student interest and progression in STEM fields. Deepening and validating the understanding of those factors and their relative impact on student experiences and outcomes will be the focus of investigations in future studies.
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TEAM MEMBERS: James Diamond New York City Hive Learning Network MOUSE DigitalMe Katherine McMillan
resource project Media and Technology
Researchers and practitioners in the US and the UK, organized by Twin Cities Public Television in collaboration with co-PIs from Indiana University and the University of Bradford in the UK, will develop a research agenda focused on understanding how participation by youth in various online environments, called "affinity spaces," can promote and enable new approaches to informal STEM learning. Affinity spaces provide opportunities for youth to develop deep interest and engagement in specific topics as well as to interact in groups with others who share common interests. By focusing on affinity spaces, this Science Learning+ project will contribute to the collective understanding of how digital media supports STEM learning. Of particular interest is the potential of these spaces to offer multiple interest-driven trajectories, opportunities to learn with others, and paths toward becoming authentic participants in the discussions. Specifically, the collaborators will: (1) produce a literature review on affinity spaces and informal science learning; (2) organize and convene a two-day workshop to review and refine primary research questions; and (3) produce a white paper summarizing outcomes. Affinity spaces have the ability to connect millions of learners. Developing a research agenda to learn how these spaces can involve youth in experiences across the entire spectrum of STEM disciplines promises to reveal new ways to enhance and enrich the entire ecosystem of informal science learning. In addition, the project will enhance the international research and education infrastructure by facilitating collaborations among researchers in the U.S. and the UK who work at the frontiers of social media and learning.
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TEAM MEMBERS: Richard Hudson Indiana University University of Bradford Sean Duncan Carlton Reeve
resource project Media and Technology
This Science Learning+ project will develop a Youth Access & Equity Research & Practice Agenda, focusing on addressing equity issues for youth, ages 11-14, primarily from non-dominant backgrounds. The project will involve researchers and practitioners from three ISL settings/contexts, (1) Designed spaces, e.g., museums; (2) Community-based, e.g., afterschool clubs; and (3) Everyday science, e.g., science media. The goal of the agenda will be to advance scholarly understanding of equity issues in relation to these three contexts. Taking an ecological view of STEM learning as a sociocultural process of participation and transformation, the project will employ a Complex Adaptive System lens to document multiple pathways youth take (or not) within/across ISL settings over time, the impact these pathways have on learning and development, and their influence on ISL organizations themselves. These lenses will help us identify aspects of learning environments which shape youth access and development, and the value and impact of the equity ideas, tools and practices.
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TEAM MEMBERS: Louise Archer emily dawson Janet Sumner Sarah Thomas Lynn Dierking Angela Calabrese Barton Melanie Washington Ruth Murray Jim Short Emilyn Green Sue Ellen McCann
resource research Media and Technology
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through the iterative development of an explorable image viewer to engage visitors in an archaeological exhibit. We reflect on the series of user studies, prototype iterations, and design decisions taken to optimize navigation, annotation and exploration in this zoomable user interface. We highlight a set of design precedents, interaction frameworks, and content structuring approaches, while detailing the development of a media rich digital annotation strategy to
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TEAM MEMBERS: University of Pittsburgh Marti Louw
resource evaluation Media and Technology
Fifty visitors to SMM were recruited on the exhibit floor of the museum and asked to view the first draft of a seven-minute movie being developed for the Science on a Sphere exhibit. Visitors were brought into a small room, sat down and viewed the movie on a computer laptop. After watching the movie, visitors were asked a series of questions to assess their interest, enjoyment, and particular aspects of the movie. Visitors aged eight and above were eligible to be interviewed.
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resource evaluation Media and Technology
In this report we detail the results of one phase of formative evaluation on the NOAA funded Ocean-Atmosphere Literacy Partnership – a cooperative partnership between the American Museum of Natural History (AMNH) and The Science Museum of Minnesota (SMM). The American Museum of Natural History produced the first draft of a video program for the Science on a Sphere (SOS) exhibit called Forecast: Tropical Cyclones. The program was designed to inform visitors about tropical cyclones (a.k.a. typhoons, hurricanes) and to illustrate how technological advances in weather observation have allowed
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resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King