This conference at Arizona State University is an early-stage activity inspired by the upcoming 2016 - 2018 bicentennial of the conception, writing and publication of Mary Shelley's "Frankenstein - or The Modern Prometheus." That book, and the dozens of films produced subsequently, have provoked questions for researchers and citizens that have endured for two centuries and are relevant today. - How have we gone from a world in which Mary Shelley could watch public demonstrations of voltaic power on dead animals to one in which the dissection of animals in classrooms is frowned upon, but the creation of new life forms via an international synthetic biology competition (iGEM) is celebrated? - How do literary, artistic and other cultural portrayals of science and engineering inspire and inflect STEM research? - What steps do contemporary scientists and engineers need to take in order to proceed with their innovative activity in a responsible fashion? - What role do lay citizens have in making decisions about science and technology?- How can we understand the broad relationship between creativity and responsibility? The convening brings together a USA and international group of educators in informal science education and multi-disciplinary scholars who study various aspects of the interactions of science, technology and society (STS). This team of natural and social scientists, engineers, museum professionals (Museum of Science, Boston (MOS); Science Museum of Minnesota (SMM)), artists and humanities scholars will begin to formulate plans for producing exhibits, educational programs and demonstrations, fiction and nonfiction writing contests, performances, and curricula that explore science education, ethics and artistry. An overarching goal is to establish a process that could create a national and global network of collaborators to plan programs worldwide and establish new professional collaborations of researchers beyond the bicentennial. The workshop, a first step toward a possible larger initiative, could be significant both for the public's engagement with contemporary issues of science and society and for stimulating new inter-disciplinary research on such issues.
This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, developed and studied by Numedeon, Inc., an educational virtual word in which students can engage in a wide variety of science activities and games. Genivers has been extensively researched in its implementation in the middle school science classroom. Research on Whyville has focused on how the learning environment supports the voluntary participation of students anywhere and anytime. This project seeks to develop an understanding of how these two interventions can be merged together and to explore mechanisms to create engagement and persistence through incentive structures that are interwoven with the game activities. The project examines the evidence that students in middle schools in Boston learn the genetics content that is the learning objective of GeniVille. The project uses an iterative approach to the modification of Geniverse activites and the Whyville context so that the structured learning environment is accessible to students working collaboratively within the less structured context. The modification and expansion of the genetics activities of the project by which various inheritance patterns of imaginary dragons are studied continues over the course of the first year with pilot data collected from students who voluntarily engage in the game. In the second year of the project, teachers from middle schools in Boston who volunteer to be part of the project will be introduced to the integrated learning environment and will either use the virtual learning environment to teach genetics or will agree to engage their students in their regular instruction. Student outcomes in terms of engagement, persistence and understanding of genetics are measured within the virtual learning environment. Interviews with students are built into the GeniVille environment to gauge student interest. Observations of teachers engaging in GeniVille with their students are conducted as well as interviews with participating teachers. This research and development project provides a resource that blends together students learning in a computer simulation with their working in a collaborative social networking virtual system. The integration of the software system is designed to engage students in learning about genetics in a simulation that has inherent interest to students with a learning environment that is also engaging to them. The project leverages the sorts of learning environments that make the best use of online opportunities for students, bringing rich disciplinary knowledge to educational games. Knowing more about how students collaboratively engage in learning about science in a social networking environment provides information about design principles that have a wide application in the development of new resources for the science classroom.
The Cyberlearning and Future Learning Technologies Program funds efforts that support envisioning the future of learning technologies and advancing what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that shows the possibilities of the proposed new type of learning technology, and PI teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and that allows them to answer questions about how people learn, how to foster or assess learning, and/or how to design for learning. This project team aims to explore how to foster learning in socially-networked communities, particularly learning that results in behavior change. Understanding how to foster such learning could have a wide variety of societal impacts, e.g., better fostering science, engineering, mathematical, or design thinking in school or college or on the job, fostering healthy behaviors, helping teens develop pro-social behaviors, and helping people learn to make environmentally-friendly choices as they live their lives. In previous work, this team has developed YardMap, an infrastructure for citizen science that brings together retired adults who are interested in planting and managing their yards in environmentally-friendly ways. YardMap enables social interactions and shared creation of virtual worlds in which participants can try out different ways of managing their yards and see what the downstream effects will be. They also track and display their changing practices and actual yards in ways that are visible to others. YardMap is used by many thousands of participants. In this project, the team is taking YardMap to the next level, using what is known about how people learn and come to change their behaviors to design and refine ways to more directly support individuals in critiquing and improving their behaviors and designs for the common good. What can be learned from the new YardMap will be useful in other fields that focus on helping people change their behaviors in productive ways. The PIs seek to explore how people learn and how to foster learning in socially-networked citizen science communities. Their research addresses how learning happens, how to foster learning, how to design to increase social activity, and how increased interaction with others elevates interest, generates knowledge, and leads to behavior change. Their technological innovation, an infrastructure for citizen science that fosters behavior change, builds on YardMap, an existing infrastructure for citizen science around environmental issues that allows collective data collection and analysis and supports interactive graphing and mapping. Participants design and refine ways of managing their yards in ways that take into account environmental concerns. YardMap enables social interaction and co-creation of a set of virtual worlds for trying out new ideas; learners who are part of the community interact with others in the community, create and refine virtual worlds together, interact with things in the virtual world, manipulate those worlds and collect and analyze data about outcomes, and discuss visual objects that represent real things and practices. As well, individuals track and display their changing practices and actual yards in ways that are visible to others. YardMap can be thought of as a maker movement community focused on yard maintenance; like other maker communities, it encourages participants to create, share and discuss new inventions and practices in a social-networked community setting. Using both what is known about learning in communities and what is known about social drivers of interaction, the team is is extending YardMap to focus on fostering learning and investigating the relationships between learning and behavior change and the influences each has on the other. Much will be learned about how to use social interactions in positive ways to help individuals become more comfortable with behaviors they need to or should take on for health, civic, or educational reasons. What is learned and the technological infrastructure that is created will be directly applicable to other situations where individual behavior changes are needed for change to happen in a social system (e.g., environmental action, changing the culture of an organization, changing norms in a community, perhaps even creating learning communities in formal on-line courses).
The Rutgers Film Bureau in collaboration with the scientists of the LTER (Long Term Ecological Research) project at Palmer will produce a multi-platform documentary project, Antarctic Quest: Racing to Understand a Changing Ocean. This Connecting Researchers to Public Audiences proposal will focus on the scientists who are studying ocean physics, chemistry, biology, and ecology in the West Antarctic Peninsula (WAP), which is the fastest winter warming location on earth. The aim of the project is to promote scientific knowledge about the world's oceans and climate change, inspire interest in scientific careers, as well as train a cadre of next generation film students in the craft of science documentary filmmaking. The project will articulate the research of the Palmer LTER's quest to understand the impact of climate change on the marine ecosystems of the WAP, while involving university students in the filmmaking process. Deliverables include an hour television documentary intended for PBS television broadcast, an online "Antarctic Quest community" created through interactive and interconnected social media, three five-minute educational videos produced for the PBS Learning Media website, and a Digital Media Library to assist Earth science educators. The production team will employ a diverse group of twenty film students from Rutgers University to be involved in the many phases and components of the project. The project is designed to advance the public's environmental literacy. The project will raise awareness of the changes being observed in the world's oceans by illustrating how small changes in the physical conditions in the WAP can have profound impact on marine ecosystems and potentially the entire ocean system. The project will also highlight the significance of innovative new technologies that are revolutionizing research methods as well document the importance of scientific collaboration to understand a complex interdisciplinary problem and the challenges of working in extreme environments. The summative evaluation of the project will assess the effectiveness of the project in meeting its educational goals. By communicating significant scientific research to the public while training a cohort of next generation of science documentary filmmakers, the project will also contribute to capacity-building in the Informal Science Education field.
This project will research factors influencing the implementation of programs designed to increase diverse participation in informal science. The goal is to provide the informal science education field with information and tools that will help them design effective programs that more effectively engage a broad range of diverse audiences. The project has two major components. First, the project will research the implementation of a citizen science project, Celebrate Urban Birds (CUB), in major U.S. cities. Citizen science projects involve public volunteers in gathering scientifically valid data as part of ongoing research. Second, building on results of the research, the project will launch a website and learning community (called a Community of Practice or CoP) supporting informal science educators that are involved in designing and implementing informal science programs with an emphasis on engaging diverse participants. The project will be lead by the Cornell Lab of Ornithology (CLO), a leader in designing and researching citizen science projects, in collaboration with the Association of Science-Technology Centers (ASTC) and five science center members of ASTC, where the CUB program will be implemented and researched. The objective of the research is to better understand contextual factors and how they impact implementation even when accepted practices are followed. Such research is key not only to revealing accepted practices but also to understanding how projects are implemented in the face of concrete operational, cultural, economic, and demographic variables. The research will use a comparative case study approach, which is designed for studies requiring holistic, in-depth investigation. The development of the website and the CoP will be guided by a Network Improvement Strategy, a research-based approach to designing educational CoPs. The development of the CoP will involve the project stakeholders including the informal science organization practitioners, community organization representatives, CUB staff, ASTC staff, advisors and consultants. This strategy will allow the project team and pilot sites to leverage their diverse experiences and skill sets to improve practice; provide space for researchers and practitioners to work together as partners; and develop a nuanced set of strategies that can be implemented across a variety of organizational contexts.
This resource showcases a conference poster that the Wildlife Conservation Society presented at the 2014 Visitor Studies Association Conference and the 2014 Inclusive Museum Conference, outlining the work we undertook to explore the development of a proposed new family exhibit at the Bronx Zoo, "Safari Adventure," paired with selected results and takeaways. In 2011, the Institute of Museum and Library Services awarded WCS a grant to support our investigation and development. We asked ourselves the questions: How can zoo exhibits better connect people to nature? By what methods can we explore
As popular visitor destinations, zoos play a vital role in enhancing understanding of animal biology, conservation, and biodiversity. But what do visitors already understand? This study examined visitors’ knowledge of animal biology and their understanding of how human activity may affect biodiversity. The findings led to a modification of a model that illustrates visitors’ levels of understanding of animal biology and the conservation of biodiversity.
This paper examines how students, teachers, and parents evaluate residential fieldwork courses. As in prior research, findings from questionnaire data indicate that fieldwork effects social, affective, and behavioural learning. More surprisingly, focus group interviews captured increases in cognitive learning as well. This paper underscores the value of out-of-school experiences, particularly for students from under-resourced backgrounds.
This analysis of visitors’ experience of the "Congo Gorilla Forest" exhibition at the Wildlife Conservation Society’s Bronx Zoo was commissioned to investigate how this 15 year old exhibition is perceived by visitors, and if things have changed since an original summative evaluation in 1999-2000. Questions of particular interest were: 1. Have the characteristics of visitors seeing this exhibition changed? Has awareness or interest in environmental concepts changed? 2. Is the exhibition still appealing to visitors? 3. Are exhibit components such as the film and Conservation Choices Computers
The Bronx Zoo of the Wildlife Conservation Society (WCS) engaged Randi Korn & Associates, Inc. to conduct formative evaluation and community focus groups related to a proposed exhibit, "Safari Adventure." The aim with this exhibit is to provide better connections to nature for families in our community and foster a life-long sense of environmental stewardship. The exhibit concept was born of the issue that, today, there exists a greater need to connect people to nature than ever before, a topic especially relevant for our community—part of the largest urban population in the United States
In 2011, the Institute of Museum and Library Services awarded the Wildlife Conservation Society (WCS) a Museums for America – Engaging Communities grant to explore the development of a new family exhibit at the Bronx Zoo, "Safari Adventure." Our aim with this exhibit is to provide better connections to nature for families in our community and foster a life-long sense of environmental stewardship. The exhibit concept was born of the issue that, today, there exists a greater need to connect people to nature than ever before, a topic especially relevant for our community—part of the largest urban population in the United States. The IMLS grant allowed us to take a multi-faceted approach to inform our current thoughts about useful nature exhibit practices and what resonates with our audiences. Through evaluation, prototyping, visits to other institutions, workshops, and community focus groups, we explored themes of child nature play, intergenerational learning, community engagement, and barriers to access. We are disseminating the various reports and products from this process to publicize our findings to the larger professional community. The Wildlife Conservation Society, founded in 1895 as the New York Zoological Society, saves wildlife and wild places worldwide through science, conservation action, education, and inspiring people to value nature. We are the world’s most comprehensive conservation organization, currently managing about 500 conservation projects in more than 60 countries and educating millions of visitors each year at our five living institutions in New York City: the Bronx Zoo, New York Aquarium, Central Park Zoo, Prospect Park Zoo and Queens Zoo. Our conservation programs work directly with animals such as gorillas, elephants, condors, and penguins, and we manage more than 200 million acres of protected lands around the world.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. The project seeks to develop and study a model that would integrate the science research on urban systems into science museum exhibits and programs, starting in this phase in a new "City Science" exhibit space at the EcoTarium. The goal is to learn how to assist citizens in decision-making and shaping a sustainable future for their communities.