Individuals are at an increased risk to drop out of the STEM pipeline if they are female or Latino, and during certain periods including high school. Families are a potential untapped resource of support for high school students. Based on the expectancy-value model, we examined if a variety of parental behaviors predicted students’ ability self-concepts in and value they placed on biology, chemistry, and physics. Self-report surveys were collected from 988 9th grade Latino boys, Latina girls, Caucasian boys, and Caucasian girls. The findings suggest that, as early as the beginning of high
The goal of the study was to identify current issues for navigating and finding relevant information; evaluate the look and feel of the website in relation to its main purpose; assess the clarity of language to its audience; determine next steps for improvement. We addressed these goals through an expert review based on a 100+ point usability assessment framework on both desktop and mobile as of 12/4/2014 and informal feedback from 3 novice users ( age range 22-27 years).
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TEAM MEMBERS:
Brigham Young UniversityUniversity of MarylandJes KoepflerNidhi JalwalVictor Yocco
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS:
Brigham Young University, University of MarylandJes KoepflerNidhi JalwalVictor Yocco
This project has developed a highly successful model for integration of pre-college youth career exploration into authentic environmental research and restoration activities at Washington University’s field station, Tyson Research Center, and the Missouri Botanical Garden’s Shaw Nature Reserve. The Shaw Institute for Field Training (SIFT) and Tyson Environmental Research Fellowships (TERF) programs provide access to field research for St. Louis, Missouri area high school youth interested in careers related to environmental biology. SIFT is an introductory field skills training program that
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TEAM MEMBERS:
Washington UniversityKatherine BeyerSusan Flowers
Life on Earth is interactive software installed as a museum touchtable exhibit that uses data about over seventy thousand (70,000) species from several databases to help visitors explore and deepen their understanding of biodiversity, evolution and common ancestry, and the history of life on earth (DeepTree/ FloTree). Some installations also include a smaller exhibit that poses puzzle challenges about evolutionary relationships among species (Build-a-Tree (BAT)). The exhibit was installed at four natural history museums across the U.S. – the Harvard Museum of Natural History (Cambridge, MA)
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TEAM MEMBERS:
Harvard UnivesityJim HammermanAmy SpiegelJonathan Christiansen
Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for
Sustainable Nano is the a blog created and written by scientists at the Center for Sustainable Nanotechnology, a research center located primarily at universities in the midwest that seeks to advance technological innovations that are safe and sustainable by discovering molecular principles that govern nanoparticle-biological interactions, preparing a new and diverse generation of trans-disciplinary scientists, and engaging the general public.
This report describes a research study conducted by User Experience Research Consulting, Inc. (UXR) contracted by the iSaveSpecies team that would inform the development of online extended engagement conservation activities to bridge and support zoo visitors, onsite experiences with computer-based conservation stations. The study focused on two key concepts: engagement and conservation. Across three phases, researchers investigated visitor attitudes, perceptions, and experiences related to conservation action through the iSaveSpecies system and in their personal lives, and their ideas and
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS:
Tom YehMary Lou MaherJennifer PreeceTamara CleggCarol Boston
This report summarizes evaluative findings from a project titled “What Curiosity Sounds Like: Discovering, Challenging, and Sharing Scientific Ideas” (a.k.a.: “Discovery Dialogues”). The project, a Full-Scale development project funded by the National Science Foundation as part of its Advancing Informal Science Learning (AISL) program, explored new ways to actively engage both lay and professional audiences, and foster meaningful communication between scientists and the general public. Appendix includes survey and interview questions.
NESCent’s Education & Outreach efforts are designed and developed to improve evolution education and public understanding of evolutionary science, expand opportunities for underrepresented groups, and contribute to professional development of tomorrow’s evolutionary biologists. Our programs and initiatives serve a diverse array of audiences (students, faculty, general public) at a variety of levels (K-12, undergraduate/graduate/postdoc, informal science education).
The C-DEBI education program works with audiences at all levels (K-12, general public, undergraduate, graduate and beyond) in formal and informal settings (courses, public lectures, etc.). Sub-programs focus on community college research internships and professional development for graduate students and postdocs.