Skip to main content

Community Repository Search Results

resource project Public Programs
Arizona State University (ASU) in collaboration with Arizona Science Center, Boeing, Intel, Microchip, Motorola, Salt River Project, AZ Foundation for Resource Education, AZ Game & Fish Department, US Partnership for the Decade of Education for Sustainable Development, Mesa Public Schools, and Boys & Girls Clubs of the East Valley, offer a three-year extracurricular project resulting in IT/STEM-related learning outcomes for 96 participants in grades 7, 8, and 9. The project targets and engages female and minority youth traditionally under-represented in IT/STEM fields in multi-year out-of-school technological design and problem solving experiences. These include summer internships/externships and university research in the science center and industrial settings where participants develop socially responsible solutions for challenging real world problems. The program includes cognitive apprenticeships with diverse mentors, opportunities to practice workplace skills such as leadership, teamwork, time management, creativity and reporting, and use of technological tools to gather and analyze complex data sets. Participants simulate desert tortoise behaviors, research and develop designs to mitigate the urban heat island, build small-scale renewable energy resources, design autonomous rovers capable of navigating Mars-like terrain, and develop a model habitat for humans to live on Mars. Together with their families participants gain first-hand knowledge of IT/STEM career and educational pathways. In addition to youth outcomes, the adults associated with this project are better prepared to positively influence IT/STEM learning experiences for under-represented youth. The evaluation measures participant content knowledge, attitudes and interest in IT/STEM subjects, workplace skills and intentions to pursue IT/STEM educational and career pathways to understand participant reactions, learning, transfer and results. Informal curricula developed through this project, field-tested with youth at Boys & Girls Clubs and youth at Arizona Science Center will be available on the project website.
DATE: -
TEAM MEMBERS: Tirupalavanam Ganesh Monica Elser Stephen Krause Dale Baker Sharon Robinson-Kurplus
resource project Exhibitions
Stroud Water Research Center (SWRC) will partner with Longwood Gardens (LG) to develop educational materials that help visitors understand the links between the hydrologic and carbon cycles. The goal is to demonstrate how landscape aesthetics can influence land-use decisions, and to offer carbon-neutral methods the public and others can employ to reduce the impact of storm runoff. The intended audience is primarily adults among the 800,000 annual visitors to the Gardens who are landowners as well as professionals such as engineers, regional planners, landscape architects, developers and municipal officials. This project will also communicate research to public audiences through SWRC and LG websites.
DATE: -
TEAM MEMBERS: Louis Kaplan J. Denis Newbold Susan Gill Anthony Aufdenkampe
resource project Media and Technology
We are a non-profit, open access journal dedicated to publishing high quality scientific research articles from high school students. Our mission is to promote the advancement of high school education by displaying the research conducted by students across the country and the schools in which their research was performed. Our journal is developing a blog in which students can conduct peer review of each other's articles and teachers can exchange ideas on how to improve their programs. Schools with advanced science curriculum can contribute ideas and curriculum to schools with less developed programs, thus increasing the overall quality of science education in this program. We are requesting members of the Informal Science community, whose programs involve laboratory research, to submit articles to our journal.
DATE:
TEAM MEMBERS: Ravi Dinakar
resource project Exhibitions
The Santa Maria Experiment exhibit concerns the original and successful invisibility research that initially took place in Columbus, OH in 1994 and documents the scientific principles behind how and why this research worked. It consists of two display panels filled with charts, articles and photographs and is written so that elementary children can easily read and understand the information. It also includes a video documentary for viewing that shows the research in progress and demonstrates its abilities as well as limitations. The exhibit gets its name from the fact that the largest target used for the invisibility tests in 1994, was the full scale replica of Christopher Columbus' flag ship, the Santa Maria. The ship was made to appear almost complete invisible when viewed through a special light bending material that lead investigator, Marshall Barnes, used to see if refracted light would indeed produce "mirages of invisibility". The story about this research eventually went around the world and in 2006 it was suggested that a permanent exhibit be set-up for educational purposes and be a positive draw for visitors. Housed at the Santa Maria Seeds of Change Visitor Education Center on the Scioto riverfront in downtown Columbus, OH,and officially opened on Columbus Day 2007, this is the only exhibit in the world that brings this much fantasized, as well as scientifically misunderstood subject, into accurate, scientific focus.
DATE:
TEAM MEMBERS: Marshall Barnes
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
DATE: -
TEAM MEMBERS: MARIA XANTHOUDAKI
resource project Media and Technology
Safe Techniques Advance Research – Laboratory Interactive Training Environment (STAR-LITE) is an innovative laboratory safety training created by the National Institutes of Health, Office of Research Services, Division of Occupational Health and Safety, for high school and undergraduate students. The training was designed to incorporate laboratory safety and risk assessment with the architecture of game-based learning. In this respect, STAR-LITE provides student users with a salient educational experience that uses visual and audio clues, strategic thinking, and physical action to enhance the learning experience. The goal of STAR-LITE is to expand the student’s knowledge base with an introduction to safe laboratory and common risk assessment techniques. STAR-LITE comprises a series of pursuit or Quest-based activities that occur in a virtual laboratory environment. Users direct individualized characters, or avatars, to interact and engage with the features in the virtual laboratory to progress through continuous challenges. STAR-LITE provides users with a significant, repeatable educational experience using visual and audio clues, strategic thinking, and physical action to enhance the learning process. This training offers a unique method of instruction by integrating development of critical thinking proficiencies and application of problem solving skills with visualization of consequences, which result from unsafe behaviors. STAR-LITE’s educational content is presented in a virtual laboratory environment in which virtual characters experience exposures to hazardous biological, chemical, and physical hazards with real-life consequences. Student users participate in a series of Quests that require interaction with characters and laboratory equipment. Basic laboratory safety skills and techniques are presented in the training. These skills and techniques include an introduction to potential biological, chemical, and physical hazards that may be present in multi-discipline laboratories; methods to prevent injuries in the laboratory; methods to protect students, colleagues, and the environment from potential hazards in the laboratory; and emergency preparedness and response basics. STAR-LITE was designed to ensure student users walk through a risk assessment process during each Quest. Because STAR-LITE is a digital game-based learning experience, users can repeat the training as many times as they like. The repeatability of this training enhances the student’s learning experience and allows them to pursue different risk assessment decision paths as they progress through the Quest.
DATE:
TEAM MEMBERS: National Institutes of Health
resource evaluation Professional Development, Conferences, and Networks
The overall goal of the project was to convene a large-scale, open conference on public participation in scientific research, bringing together science researchers, project leaders, educators, technology specialists, evaluators, and others from across many disciplines to discuss advancing the field of PPSR. The conference included three sessions for posters and conversations, and five plenary sessions of presentations. The meeting culminated in an open meeting to explore strategies for large-scale collaborations to support and advance work across this field of practice, through the development
DATE:
TEAM MEMBERS: The Schoodic Education and Research Center Institute Joe E Heimlich
resource evaluation Public Programs
MarshAccess is an informal science education program based at the Meadowlands Environment Center (MEC) in Lyndhurst, NJ, and funded by the National Science Foundation. MarshAccess seeks to engage largely underserved populations of young and older adults with disabilities, as well as older adults with age-related limitations, in outdoor experiential STEM activities centered on the New Jersey Meadowlands marsh ecosystem. Program modules are designed to increase interest in science, increase scientific literacy, develop a sustained relationship between the MEC and the target audience and audience
DATE:
TEAM MEMBERS: Hilarie B. Davis Bradford T. Davey Ramapo College of New Jersey
resource evaluation Exhibitions
This summative evaluation of the exhibition Robots & Us was designed to investigate how visitor audiences used and experienced this exhibition in relation to the project’s objectives and challenges. Visitors’ expectations and perceptions in relation to the project’s content goals prompted the summative evaluation to focus on specific challenges including: attitudes and perceptions about technology, connections between robots and people, appeal to a broad audience, and reactions to specific exhibits.
DATE:
TEAM MEMBERS: Jeff Hayward Jolene Hart Science Museum of Minnesota
resource evaluation Public Programs
Formative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined the effectiveness of an eight-week adult/community education program about topics related to natural gas development.
DATE:
TEAM MEMBERS: Renae Youngs Penn State University
resource evaluation Public Programs
Formative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined the effectiveness of two "Community Conversations" theater and dialogue/discussion events at a) communicating natural gas development-related science content and community issues, and b) promoting audience members' openness to dialogue about natural gas development-related issues.
DATE:
TEAM MEMBERS: Renae Youngs Penn State University
resource project Public Programs
The Civilians, Inc., a theatre company in Brooklyn, NY, is producing The Great Immensity, a touring play with songs and video that explores our relationship to the environment, with a focus on critical issues of climate change and biodiversity conservation. The play has been created with a network of partners including the Princeton Environmental Institute and Princeton Atelier Program/Lewis Arts Center, which will maintain an ongoing relationship with the project. The play uses real places and stories drawn from interviews conducted by the artists to create an experience that is part investigative journalism and part inventive theater. Attendance at the performances is projected to be about 75,000. A major goal of the project is to help the public better appreciate how science studies the Earth's biosphere and to promote an inquisitive curiosity about our place in the natural world. The initiative also intends to create and evaluate a new model for how theater can increase public awareness, knowledge, and engagement with important science-related societal issues. Project deliverables include the development and testing of online content, podcasts, and videos as well as special community education and outreach efforts in each community where the play is staged. Performances will be accompanied by post-performance panel discussions with the artists, local scientists and policy makers. After the completion of the initial tour, the play will be published, licensed, and made available to other theaters to produce independently.
DATE: -
TEAM MEMBERS: Marion Young