This poster from 2014 AISL PI Meeting describes a project that studies how 3-D visualizations can most effectively be used to improve public understanding of freshwater lake ecosystems and earth science processes.
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TEAM MEMBERS:
University of California, DavisGeoff Schladow
This poster was presented at the 2014 AISL PI Meeting. It describes a project that uses location-based augmented reality games on smartphones to engage youth in activities developed by informal science institutions.
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Missouri Botanical GardenBob Coulter
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.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes an EAGER project that conducts ongoing experiments on the chemical precursors to life as exhibit experiences in partner venues.
This poster was presented at the 2014 AISL PI Meeting. Led by Washington University, Making Natural Connections: An Authentic Field Research Collaboration (DRL-0739874), is a series of two field-based informal science education programs in environmental biology targeting St. Louis area teenagers. The project aims for engagement of science research institutions and career scientists in the execution of informal science education programming, bringing real and dynamic context to the science content and allowing for deep and transparent career exploration by teenage participants. Project goals
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TEAM MEMBERS:
Washington University in St. LouisSusan FlowersKim MedleyKatherine Beyer
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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University of Nebraska-LincolnEileen Hebets
This guide provides techniques, tips, and best practices for citizen science practitioners who seek assistance in evaluating outcomes from their projects.
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 CitiesAmy RB RagerAndrea Lorek StraussKaren OberhauserRobert BlairPam Larson NippoltNathan MeyerKim Kies
This poster was produced for the 2014 AISL PI Meeting held in Washington, DC. The Time Team America project's goal is to engage public audiences with the scientific process, STEM concepts, and STEM careers through the excitement of and active participation in archaeology.
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
The notion that science is unified in one way or another dates back at least to Aristotle, though unity claims since then have been diverse and va riously motivated. By way of introduction to the modern discussion of unity, disunity, and integration, in this first section we examine five historical attempts to unify knowledge: Aristotle’s metaphysical and hierarchical unity; the Enlightenment project of the French Encyclopedists; the systematic unity of Naturphilosophen Lorenz Oken; the methodological unity of the Vienna School’s Encyclopedia of Unified Science; and finally, the organizational