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resource project Public Programs
This Integrative Graduate Education and Research Training (IGERT) award supports the establishment of an interdisciplinary graduate training program in Cognitive, Computational, and Systems Neuroscience at Washington University in Saint Louis. Understanding how the brain works under normal circumstances and how it fails are among the most important problems in science. The purpose of this program is to train a new generation of systems-level neuroscientists who will combine experimental and computational approaches from the fields of psychology, neurobiology, and engineering to study brain function in unique ways. Students will participate in a five-course core curriculum that provides a broad base of knowledge in each of the core disciplines, and culminates in a pair of highly integrative and interactive courses that emphasize critical thinking and analysis skills, as well as practical skills for developing interdisciplinary research projects. This program also includes workshops aimed at developing the personal and professional skills that students need to become successful independent investigators and educators, as well as outreach programs aimed at communicating the goals and promise of integrative neuroscience to the general public. This training program will be tightly coupled to a new research focus involving neuro-imaging in nonhuman primates. By building upon existing strengths at Washington University, this research and training initiative will provide critical new insights into how the non-invasive measurements of brain function that are available in humans (e.g. from functional MRI) are related to the underlying activity patterns in neuronal circuits of the brain. IGERT is an NSF-wide program intended to meet the challenges of educating U.S. Ph.D. scientists and engineers with the interdisciplinary background, deep knowledge in a chosen discipline, and the technical, professional, and personal skills needed for the career demands of the future. The program is intended to catalyze a cultural change in graduate education by establishing innovative new models for graduate education and training in a fertile environment for collaborative research that transcends traditional disciplinary boundaries.
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TEAM MEMBERS: Kurt Thoroughman Gregory DeAngelis Randy Buckner Steven Petersen Dora Angelaki
resource project Media and Technology
Focusing on climate change and its impact on coastal zones and marine life, Visualizing Change will build educator capacity in the aquarium community and informal science education field. Building on NOAA datasets and visualizations, we will provide interpreters with strategic framing communication tools and training using the best available social and cognitive research so that they can become effective climate change educators. Objectives are to (1) Develop and test four exemplary interpretive "visual narratives" that integrate research-based strategic communication with NOAA data visualization resources; (2) Test the application of the visual narratives in a variety of geographic regions, institution types (aquarium, science center, etc.), and using multiple technology platforms (Science on a Sphere, Magic Planet portable globe display, iPad/tablets, and video walls); (3) Build a professional development program for climate change interpretation with data visualization; and (4) Leverage existing networks for dissemination and peer support.
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resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource research Media and Technology
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning
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TEAM MEMBERS: Annetta Leonard Wendy Frazier Elizabeth Folta Shawn Holmes Richard Lamb Meng-Tzu Cheng
resource project Media and Technology
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders
resource project Professional Development, Conferences, and Networks
AccessComputing is a NSF-funded Broadening Participation in Computing alliance with the goal of increasing the participation and success of people with disabilities in computing fields. AccessComputing is in its 10th year of funding. It supports students with disabilities from across the country in reaching critical junctures toward college and careers by providing advice, resources, mentoring opportunities, professional contacts, and funding for tutoring, internships, and computing conferences. For educators and employers, it offers institutes and workshops to build awareness of universal design and accommodation strategies, and to aid in recruiting and supporting students with disabilities through the development of inclusive programs and education on promising practices.
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TEAM MEMBERS: Richard Ladner Sheryl Burgstahler
resource project Public Programs
The Metropolitan Reference and Research Library Agency's National Digital Stewardship Residency in New York (NDSR-NY) addresses the library profession's lack of staff who are trained to successfully acquire, manage, and preserve digital materials. The three-year project builds on the pilot program (NSDR) developed by the Library of Congress in Washington, D.C. It will support 10 students in gaining skills and experience to begin successful careers in digital stewardship; increase the number of skilled professionals; and help replicate the model residency program across the country. The NDSR-NY project will transform the landscape of certificate programs by using a blended approach that combines education with practical, hands-on work and by bringing together best practices to build a tested curriculum that teaches core competencies.
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TEAM MEMBERS: Margo Padilla
resource project Professional Development, Conferences, and Networks
Harvard Library's Testing the National Digital Stewardship Residency (NDSR-MA) Model in Massachusetts will test the pilot program (NSDR-DC) developed by the Library of Congress in Washington, D.C. to help 10 students gain the skills, experience, and network to begin successful careers in digital stewardship; to increase the number of skilled digital stewardship professionals; and to aid replication of the model residency program across the country. Students will gain both theoretical understanding and real world experience while host institutions will gain experience, training materials, new tools, professional relationships, and staff. The digital stewardship community at large will have more well-trained and networked professionals and future leaders along with curriculum and training materials to help tackle today's nationwide preservation and curation challenges.
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TEAM MEMBERS: Andrea Goethals
resource project Professional Development, Conferences, and Networks
The University of Maryland's project, Curate Cloud: Building Digital Curation Excellence through Professional Education, Cloud Computing and Community Outreach, will provide cultural heritage institutions with tools and resources to help them evaluate, select, and implement digital curation solutions. The project focuses on underrepresented institutions, developing and deploying an innovative research and learning environment that will lower financial, technical, and infrastructure barriers. Twenty mid-career professionals will enroll in a new certificate program to gain theoretical and practical knowledge about digital curation and cloud computing and will design and implement their own cloud-based curated collections. Curate Cloud will help transform the field by developing an open-source research and educational platform and by removing barriers to access for curation tools and resources.
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TEAM MEMBERS: Jimmy Lin
resource project Professional Development, Conferences, and Networks
Curating Research Assets and Data using Lifecycle Education (CRADLE): Data Management Education Tools for Librarians, Archivists, & Content Creators is a collaboration among the University of North Carolina (UNC) at Chapel Hill's School of Information & Library Science, the Odum Institute for Research in Social Science, and the University Libraries. It is focused on helping data librarians, archivists, and information and library science students learn about data management and on providing instruction to data creators in their institutions. The project will result in free online courses on data management for researchers and information professionals to be offered through a "free university" platform as well as face-to-face workshops involving UNC staff, faculty, and students. Support is provided for two CRADLE fellows who will learn about and contribute to the development of this work on effective and efficient data lifecycle management.
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TEAM MEMBERS: Helen Tibbo
resource project Media and Technology
The ScratchEd project, led by faculty at the Massachusetts Institute of Technology and professionals at the Education Development Center, is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind. The effectiveness of the ScratchEd project is being evaluated by research addressing four specific questions: (1) What are the levels of teacher participation in the various ScratchEd PD offerings and what do teachers think of these experiences? (2) Do teachers who participate in ScratchEd PD activities change their use of Scratch in classroom instruction to create design-based learning opportunities? (3) Do the students of teachers who participate in the ScratchEd PD activities show evidence of developing an understanding of computational thinking concepts and processes? (4) When the research instruments developed for the evaluation are made available for teachers in the Scratch community to use for self-evaluation, how do teachers make use of them? Because both computational thinking and design-based instruction are complex activities, the project research is using a combination of survey, interview, and artifact analysis methods to answer the questions. The ScratchEd professional development and research work will provide important insight into the challenge of helping teachers create productive learning environments for development of computational thinking. Those efforts will also yield a set of evaluation tools that can be integrated into the ScratchEd resources and used by others to study development of computational thinking and design-based instruction.
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TEAM MEMBERS: Mitchel Resnick