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resource project Media and Technology
Refugee youth are particularly vulnerable to STEM disenfranchisement due to factors including limited or interrupted schooling following displacement; restricted exposure to STEM education; and linguistic, cultural, ethnic, socioeconomic, and racial minority status. Refugee youth may experience a gap in STEM skills and knowledge, and a conflict between the identities necessary for participation in their families and communities, and those expected for success in STEM settings. To conduct research to better understand these challenges, an interrelated set of activities will be developed. First, youth will learn principles of physics and computing by participating in cosmic ray research with physicists using an instructional approach that builds from their home languages and cultures. Then youth periodically share what they are learning in the cosmic ray research with their parents, siblings, and science teachers at family and community science events. Finally, youth conduct reflective research on their own STEM identity development over the course of the project. Research on learning will be conducted within and across these three strands to better understand how refugee youth develop STEM-positive identities. This project will benefit society by improving equity and diversity in STEM through (1) creating opportunities for refugee youth to participate in physics research and to develop computing skills and (2) producing knowledge on STEM identity development that may be applied more broadly to improve STEM education. Deliverables from this project include: (a) research publications on STEM identity and learning; (b) curriculum resources for teaching physics and computing to multilingual youth; (c) an online digital storytelling exhibit offering narratives about belonging in STEM research which can be shared with STEM stakeholders (policy makers, scientists, educators, etc.); and (d) an online database of cosmic ray data which will be available to physicists worldwide for research purposes. This Innovations in Development proposal 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.

This program is designed to provide multiple contexts, relationships, and modes across and within which the identity work of individual students can be studied to look for convergence or divergence. To achieve this goal, the research applies a linguistic anthropological framework embedding discourse analysis in a larger ethnography. Data collected in this study include field notes, audio and video recordings of naturalistic interactions in the cosmic ray research and other program activities, multimodal artifacts (e.g., students' digital stories), student work products, interviews, and surveys. Critically, this methodology combines the analysis of identity formation as it unfolds in moment-to-moment conversations (during STEM learning, and in conversations about STEM and STEM learning) with reflective tasks and the production of personal narratives (e.g., in digital stories and interviews). Documenting convergence and divergence of STEM identities across these sources of data offers both methodological and theoretical contributions to the field. The research will offer thick description of the discursive practices of refugee youth to reveal how they construct identities related to STEM and STEM disciplines across settings (e.g., during cosmic ray research, while creating digital stories), relationships (e.g., peer, parent, teacher), and the languages they speak (e.g., English, Swahili). The findings will be of potential value to instructional designers of informal learning experiences including those working with afterschool, museums, science centers and the like, educators, and scholars of learning and identity.

This Innovations in Development 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.
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TEAM MEMBERS: Tino Nyawelo John Matthews Jordan Gerton Sarah Braden
resource project Media and Technology
This INSPIRE award is partially funded by the Cyber-Human Systems Program in the Division of Information and Intelligent Systems in the Directorate for Computer Science and Engineering, the Gravitational Physics Program in the Division of Physics in the Directorate for Mathematical and Physical Sciences, and the Office of Integrative Activities.

This innovative project will develop a citizen science system to support the Advanced Laser Interferometer Gravitational wave Observatory (aLIGO), the most complicated experiment ever undertaken in gravitational physics. Before the end of this decade it will open up the window of gravitational wave observations on the Universe. However, the high detector sensitivity needed for astrophysical discoveries makes aLIGO very susceptible to noncosmic artifacts and noise that must be identified and separated from cosmic signals. Teaching computers to identify and morphologically classify these artifacts in detector data is exceedingly difficult. Human eyesight is a proven tool for classification, but the aLIGO data streams from approximately 30,000 sensors and monitors easily overwhelm a single human. This research will address these problems by coupling human classification with a machine learning model that learns from the citizen scientists and also guides how information is provided to participants. A novel feature of this system will be its reliance on volunteers to discover new glitch classes, not just use existing ones. The project includes research on the human-centered computing aspects of this sociocomputational system, and thus can inspire future citizen science projects that do not merely exploit the labor of volunteers but engage them as partners in scientific discovery. Therefore, the project will have substantial educational benefits for the volunteers, who will gain a good understanding on how science works, and will be a part of the excitement of opening up a new window on the universe.

This is an innovative, interdisciplinary collaboration between the existing LIGO, at the time it is being technically enhanced, and Zooniverse, which has fielded a workable crowdsourcing model, currently involving over a million people on 30 projects. The work will help aLIGO to quickly identify noise and artifacts in the science data stream, separating out legitimate astrophysical events, and allowing those events to be distributed to other observatories for more detailed source identification and study. This project will also build and evaluate an interface between machine learning and human learning that will itself be an advance on current methods. It can be depicted as a loop: (1) By sifting through enormous amounts of aLIGO data, the citizen scientists will produce a robust "gold standard" glitch dataset that can be used to seed and train machine learning algorithms that will aid in the identification task. (2) The machine learning protocols that select and classify glitch events will be developed to maximize the potential of the citizen scientists by organizing and passing the data to them in more effective ways. The project will experiment with the task design and workflow organization (leveraging previous Zooniverse experience) to build a system that takes advantage of the distinctive strengths of the machines (ability to process large amounts of data systematically) and the humans (ability to identify patterns and spot discrepancies), and then using the model to enable high quality aLIGO detector characterization and gravitational wave searches
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TEAM MEMBERS: Vassiliki Kalogera Aggelos Katsaggelos Kevin Crowston Laura Trouille Joshua Smith Shane Larson Laura Whyte
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. In this exploratory Change Makers project, the Concord Consortium will develop, test, and evaluate a citizen science program that leverages innovative technology, such that youth engage directly with energy issues through scientific inquiry. The project will create the Infrared Street View, a citizen science program that aims to produce a thermal version of Google's Street View using an affordable infrared camera attached to a smartphone. The infrared camera serves as a high-throughput data acquisition instrument that collects thousands of temperature data points each time a picture is taken. Youth will collect massive geotagged thermal data that have considerable scientific and educational value for visualizing energy usage and improving energy efficiency at all levels. The Infrared Street View program will provide a Web-based platform for youth and anyone interested in energy efficiency to view and analyze the aggregated data to identify possible energy losses. By sharing their scientific findings with stakeholders, youth will make changes to the way energy is being used. The project will start with school, public, and commercial buildings in selected areas where performing thermal scan of the buildings and publishing their thermal images for educational and research purposes are permitted by school leaders, town officials, and property owners. In collaboration with high schools and out-of-school programs in Massachusetts, this project will conduct pilot-tests with approximately 200 students.

To contribute to advancing learning, the study will probe three research questions: 1) Under what circumstances can technology bridge out-of-school and classroom science learning and improve learning on both sides? 2) To what extent can unobtrusive assessment based on data mining support research and evaluation of student learning in out-of-school settings? and 3) To what extent can instructional intelligence built into the app used in the program help students learn in out-of-school programs and improve the quality of data they contribute to the citizen science project? Data sources for investigating these questions include students' interaction data with the app logged behind the scenes and the images they have taken, as well as results based on traditional assessments from a small number of participants. Throughout the project, staff will widely disseminate project products and findings through the Internet, science fairs, conferences, publications, and partner networks. An eight-member Advisory Board consisting of cleantech experts, science educators, and educational researchers will oversee and evaluate this project.
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TEAM MEMBERS: Charles Xie Alan Palm
resource research Media and Technology
This article examines certain guiding tenets of science journalism in the era of big data by focusing on its engagement with citizen science. Having placed citizen science in historical context, it highlights early interventions intended to help establish the basis for an alternative epistemological ethos recognising the scientist as citizen and the citizen as scientist. Next, the article assesses further implications for science journalism by examining the challenges posed by big data in the realm of citizen science. Pertinent issues include potential risks associated with data quality
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TEAM MEMBERS: Stuart Allan Joanna Redden
resource research Media and Technology
Computational social science represents an interdisciplinary approach to the study of reality based on advanced computer tools. From economics to political science, from journalism to sociology, digital approaches and techniques for the analysis and management of large quantities of data have now been adopted in several disciplines. The papers in this JCOM commentary focus on the use of such approaches and techniques in the research on science communication. As the papers point out, the most significant advantages of a computational approach in this sector include the chance to open up a range
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TEAM MEMBERS: Nico Pitrelli
resource project Media and Technology
Citizen science engages members of the public in science. It advances the progress of science by involving more people and embracing new ideas. Recent projects use software and apps to do science more efficiently. However, existing citizen science software and databases are ad hoc, non-interoperable, non-standardized, and isolated, resulting in data and software siloes that hamper scientific advancement. This project will develop new software and integrate existing software, apps, and data for citizen science - allowing expanded discovery, appraisal, exploration, visualization, analysis, and reuse of software and data. Over the three phases, the software of two platforms, CitSci.org and CyberTracker, will be integrated and new software will be built to integrate and share additional software and data. The project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects such as those that monitor disease outbreaks, collect biodiversity data, monitor street potholes, track climate change, and any number of other possible topics more possible, efficient, and impactful through shared software.

The project will develop a cyber-enabled Framework for Advancing Buildable and Reusable Infrastructures for Citizen Science (Cyber-FABRICS) to elevate the reach and complexity of citizen science while adding value by mobilizing well-documented data to advance scientific research, meta-analyses, and decision support. Over the three phases of the project, the software of two platforms, CitSci.org and CyberTracker, will be integrated by developing APIs and reusable software libraries for these and other platforms to use to integrate and share data and software. Using participatory design and agile methods over four years, the project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science software and data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects and any number of other possible topics more possible, efficient, and impactful through shared software and data. Adoption of Cyber-FABRICS infrastructure, software, and services will allow anyone with an Internet or cellular connection, including those in remote, underserved, and international communities, to contribute to research and monitoring, either independently or as a team. This project is also being supported 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.
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TEAM MEMBERS: Gregory Newman Louis Liebenberg Stacy Lynn Melinda Laituri
resource project Media and Technology
This award is funded under the American Recovery and Reinvestment Act of 2009 (Public Law 111-5).

Scientists and researchers from fields as diverse as oceanography and ecology, astronomy and classical studies face a common challenge. As computer power and technology improve, the sizes of data sets available to us increase rapidly. The goal of this project is to develop a new methodology for using citizen science to unlock the knowledge discovery potential of modern, large data sets. For example, in a previous project Galaxy Zoo, citizen scientists have already made major contributions, lending their eyes, their pattern recognition skills and their brains to address research questions that need human input, and in so doing, have become part of the computing process. The current Galaxy Zoo project has recruited more than 200,000 participants who have provided more than 100 million classifications of galaxies from the Sloan Digital Sky Survey. This project builds upon early successes to develop a mode of citizen science participation which involves not only simple "clickwork" tasks, but also involves participants in more advanced modes of scientific thought. As part of the project, a symbiotic relationship with machine learning tools and algorithms will be developed, so that results from citizen scientists provide a rich training set for improving algorithms that in turn inform citizen science modes of participation. The first phase of the project will be to develop a portfolio of pilot projects from astrophysics, planetary science, zoology, and classical studies. The second phase of the project will be to develop a framework - called the Zooniverse - to facilitate citizen scientists. In particular, research and machine-learning communities will be engaged to identify suitable projects and data sets to integrate into Zooniverse.

The ultimate goal with the Zooniverse is to create a sustainable future for large-scale, internet-based citizen science as part of every researcher?s toolkit, exemplifying a new paradigm in computational thinking, tapping the mental resources of a community of lay people in an innovative and complex manner that promises a profound impact on our ability to generate new knowledge. The project will engage thousands of citizens in authentic science tasks leading to a better public understanding of science and also, by the engagement of students, leading to interest in scientific careers.
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TEAM MEMBERS: Geza Gyuk Pamela Gay Christopher Lintott Michael Raddick Lucy Fortson John Wallin
resource research Media and Technology
The majority of the world’s billions of biodiversity specimens are tucked away in museum cabinets with only minimal, if any, digital records of the information they contain. Global efforts to digitize specimens are underway, yet the scale of the task is daunting. Fortunately, many activities associated with digitization do not require extensive training and could benefit from the involvement of citizen science participants. However, the quality of the data generated in this way is not well understood. With two experiments presented here, we examine the efficacy of citizen science participants
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TEAM MEMBERS: Elizabeth Ellwood Henry Bart Michael Doosey Dean Jue Justin Mann Gil Nelson Nelson Rios Austin Mast
resource research Media and Technology
This introduction presents the essays belonging to the JCOM special issue on User-led and peer-to-peer science. It also draws a first map of the main problems we need to investigate when we face this new and emerging phenomenon. Web tools are enacting and facilitating new ways for lay people to interact with scientists or to cooperate with each other, but cultural and political changes are also at play. What happens to expertise, knowledge production and relations between scientific institutions and society when lay people or non-scientists go online and engage in scientific activities? From
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TEAM MEMBERS: Alessandro Delfanti
resource research Media and Technology
Online knowledge production sites do not rely on isolated experts but on collaborative processes, on the wisdom of the group or “crowd”. Some authors have argued that it is possible to combine traditional or credentialled expertise with collective production; others believe that traditional expertise's focus on correctness has been superseded by the affordances of digital networking, such as re-use and verifiability. This paper examines the costs of two kinds of “crowdsourced” encyclopedic projects: Citizendium, based on the work of credentialled and identified experts, faces a recruitment
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TEAM MEMBERS: Mathieu O'Neil
resource project Media and Technology
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
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TEAM MEMBERS: NOVA Brooke Havlik
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
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TEAM MEMBERS: National Geographic Society Mary Ford