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resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
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TEAM MEMBERS: Robert Coulter Eric Klopfer
resource project Public Programs
This project takes advantage of the charismatic nature of arachnids to engage the public in scientific inquiry, dialogue, and exploration. The project has two specific programs: (1) The development, implementation, and assessment of an informal museum event entitled 'Eight-Legged Encounters' which now has more than 25 associated activity stations. These activities encompass stations relating to (a) classification and systematics (e.g., 'What is an Arthropod', 'Create a Chelicerate', and 'Assemble an Arachnid'), (b) spider-specific stations focused on silk (e.g., 'Build a Burrow', 'Cribellate vs. Ecribellate Silk', 'Weave a Web', and 'Catch a Moth'), and (c) research related stations (e.g., 'Microscope Madness' and 'Community Experiment'). In addition, there is a stand-alone module entitled the 'Path of Predators' that includes an activity booklet and eleven stations that walk participants through the eleven living arachnid orders. Each stations has original artwork backdrops, clay sculptures, trading cards, and collectible stamps (participants place stamps on a phlylogenetic tree depicting the current hypothesis of evolutionary relationships among the eleven orders). Most stations have live animals and prizes are given to participants that complete their stamp booklet. 'Eight-Legged Encounters' has been hosted at the Nebraska State Museum (Morrill Hall) twice, with record-breaking attendance (>800 people in
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TEAM MEMBERS: University of Nebraska-Lincoln Eileen Hebets
resource project Public Programs
This project is a full-scale development project that builds upon a pilot program funded by the NSF in 2007 (LEAP into Science/Pilot), developed by The Franklin Institute (FI) in collaboration with The Free Library of Philadelphia. By connecting children’s literature and hands-on science activities in out-of-school settings, LEAP/Pilot has promoted student and family engagement in science and literacy in Philadelphia for over six years. In 2011, a cohort of ten national sites joined the initiative to pilot LEAP into Science resources in multiple out-of-school time contexts and within unique institutional partnerships. The 10 sites, consisting of 27 institutional partnerships representing a diverse group of organizations (museums, libraries, K-12 school districts, universities, and public media). Through continued collaboration in Philadelphia and with these national cohort sites, LEAP into Science: Engaging Diverse Community Partners in Science and Literacy is leveraging the relationships, experiences, and resources initiated in LEAP /Pilot to address the needs of new audiences, meet partners’ requests for enhanced professional development, and study the efficacy of this program in different out-of-school time structures and populations across the country. The result will be an adaptable program that more effectively reaches diverse audiences in science and literacy through community partners, as well as a stronger understanding of implementation for improved sustainability.
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TEAM MEMBERS: The Franklin Institute Science Museum Jessica Luke Dale McCreedy
resource research Public Programs
Citizen science programs across the country invite the public to participate in scientific research. Through these experiences, participants have an opportunity to observe nature, which naturally leads to asking questions about the natural world. A new project in Minnesota is training leaders of youth groups to use citizen science experiences to stimulate curiosity and inspire motivation to design and carry out scientific research projects. This unique program model fosters authentic inquiry in youth age 10-14 outside the traditional school setting such as 4-H clubs, scout groups,or community
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TEAM MEMBERS: University of Minnesota-Twin Cities Amy RB Rager Andrea Lorek Strauss Karen Oberhauser Robert Blair Pam Larson Nippolt Nathan Meyer Kim Kies
resource research Public Programs
This collection of case studies serves as an appendix to the report "Promising Practices for Community Partnerships: A Call to Support More Inclusive Approaches to Public Participation in Scientific Research," a report of a task force comprised of PPSR practitioners and researchers, science center administrators, and experts on Equity, Diversity, and Inclusion (EDI) in Informal Science Education (ISE) settings. The report provides evidence-based recommendations for improving the cultural inclusiveness of PPSR projects and explores the possible role that science centers might play in this
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TEAM MEMBERS: Norman Porticell Susan Bonfield Tony DeFalco Ann Fumarolo Cecilia Garibay Laura Huerta Migus Eric Jolly Raj Pandya Karen Purcell John Rowden Monica Smiley Flisa Stevenson Anna Switzer
resource research Public Programs
This paper examines the changing roles of public libraries in their communities especially the impact that science, technology, engineering, and math (STEM) programs are having on how libraries perceive their evolving mission. Survey results will be presented that show an overwhelming interest by librarians and their libraries in hosting STEM exhibitions and programs. Several successful STEM library programs will illustrate the diversity of approaches that have been implemented including the NSF-funded STAR Library Education Network project (STAR_NET).
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TEAM MEMBERS: Paul Dusenbery
resource research Public Programs
The public library as a venue for learning science, technology, engineering, and mathematics (STEM) is seen as having great potential for implementing informal STEM education. There are 17,000 public library locations in all 50 states; at that scale they can provide citizens in each community opportunities to engage in lifelong STEM learning. With such broad reach at a local level, public libraries are an exciting prospect for engaging the Nation in STEM learning. Broadly, the question that this paper seeks to address is, in what ways do libraries support the development of STEM learning? To
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TEAM MEMBERS: Space Science Institute Paul Dusenbery John Baek
resource research Public Programs
Many libraries are now providing innovative science, technology, engineering, and math (STEM) activities in their youth programs, including interactive exhibitions and hands-on workshops. What started some years ago as independent experiments has become a national movement. More and more libraries are responding to the need to increase science literacy and support 21st Century skills, such as critical thinking, by adding to STEM programs for patrons of all ages, from pre-school to adults. With the introduction of STEM into the library’s traditional programming, librarians need to evaluate the
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TEAM MEMBERS: Space Science Institute Paul Dusenbery
resource evaluation Public Programs
The Center for Chemistry at the Space-Time Limit (CaSTL)’s outreach program in collaboration with the California Science Project at Irvine (CSPI), housed at the Center for Educational Partnerships at UC Irvine designed, created, implemented, and consistently refined a science program for 8-12 year old students at the Boys and Girls Club(BGC) in Santa Ana, California. The year-long weekly program and 4-day summer camp consisted of hour-long lessons designed to connect to CaSTL’s research goals of investigation at the microscopic level. Appendix includes observation protocol, performance measure
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TEAM MEMBERS: Chemistry at the Space-Time Limit (CaSTL) Lauren Shea Stacey Freeman
resource evaluation Public Programs
The evaluation examined the overall visitor experience (time spent, main message comprehension, response to exhibition look and feel) in the 1,100-square-foot Animal Attraction as well as the exhibition's multimedia content delivered via 18 iPads. Specifically, researchers explored iPad usability and visitors’ reactions to the iPad content, especially compared to static labels found in other areas of Animal Attraction. Findings indicate that the iPads appealed to all visitors segments and that iPad users spent more time in the exhibition than visitors who did not use the iPads. However, many
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TEAM MEMBERS: California Academy of Sciences Jon Deuel Jessica Brainard
resource research Media and Technology
As we turn more and more to high-end computing to understand the Universe at cosmological scales, dynamic visualizations of simulations will take on a vital role as perceptual and cognitive tools. In collaboration with the Adler Planetarium and University of California High-Performance AstroComputing Center (UC-HiPACC), I am interested in better understanding the use of visualizations to mediate astronomy learning across formal and informal settings. In this research, I use quantitative methods to investigate how 122 post-secondary learners are relying on color to interpret dark matter in a
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TEAM MEMBERS: Zoo Buck
resource research Public Programs
Children's museums represent one of the fastest growing segments of the museum community; however, the evidence base to demonstrate the learning value of these institutions has not kept pace. With funding from the Institute of Museums and Library Services (IMLS), the Association of Children’s Museums (ACM) and the University of Washington’s Museology Graduate Program (UW Museology) are partnering to generate a field-wide research agenda for children’s museums, an agenda that will identify and prioritize the most pressing evidence needed by the field to articulate and demonstrate the distinct
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TEAM MEMBERS: Jessica Luke Travis Windleharth