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resource evaluation Public Programs
This game is used to measure whether program participation helps to evelop the child’s ability to accurately predict or infer an animal’s emotional state.
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resource evaluation Public Programs
This scale is used to assess emotions which can be precursors to empathy.
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resource evaluation Public Programs
This scale is used to assess emotions which can be precursors to empathy.
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resource evaluation Public Programs
Survey to determine tween/teen’s attitudes towards animals and whether or not this shifts as a result of experiencing empathy-related programming.
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resource evaluation Public Programs
This observational framework can be used with different group types (e.g. family, school group, adult couple, individual, etc.) and across diverse settings such as with public program audiences, camps, or guests at animal exhibits. The framework includes expressions of empathy and related emotions, such as curiosity or appreciation.
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resource evaluation Public Programs
With funding from a Smithsonian Institution Youth Access Grant the National Museum of Natural History offered a program pipeline that would engage underserved Washington D.C. students in programming designed to encourage academic and career STEM interest. Beginning with collaboration with community educators, the pipeline funneled students into a Teen Night Out Science Night to interest them in science workshop series offered after school and on weekend and ultimately into volunteer and internship opportunities. This report provides detailed view of methods, analyses, results, and conclusions
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TEAM MEMBERS: Deborah Wasserman Rebecca Nall
resource research Public Programs
Given the current level of Galeophobia, or fear of sharks, that’s an excellent question. Most people will leave the water immediately if they think a shark is in the area. Oddly, the greatest number of those who fear sharks seem to come from those who rarely, if ever, go into the ocean—so, clearly, this is a primal fear, much like snakes or spiders. Enter the average scuba diver. Our experience at Ocean Sanctuaries suggests that many (but not all)divers have great respect for these apex predators and—ready for this?—Can’t wait to dive with them. They engender such awe and fear, that merely
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TEAM MEMBERS: Michael Bear
resource evaluation Exhibitions
The Field Museum contracted RK&A to conduct a summative evaluation of the Grainger Science Hub and the Discovery Squad Carts, two museum experiences facilitated by educators or trained volunteers. The goals of the study are to explore the extent to which visitors interact with programming in the Science Hub and at Discovery Squad Carts and the nature of those interactions, as well as visitor motivations and takeaways. How did we approach this study? RK&A conducted observations in the Science Hub and at Discovery Squad Carts to understand the nature of experiences at each. The
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resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource research Professional Development, Conferences, and Networks
The is the poster presented at the 2019 AISL PI Meeting about a project that explored ways to create conversations between scientists and publics that both groups value and learn from. The content focus was the emerging field of synthetic biology and two methods were developed. Hands-on activities like those developed and distributed by the Nanoscale Informal Science Education Network were developed but with the twist that each activity was designed to stimulate a conversation about societal implications of various applications of synthetic biology. Scientists and science students were trained
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TEAM MEMBERS: Larry Bell
resource research Media and Technology
Amazon Adventure is a giant screen film that tells the science adventure story of Henry Bates who travels to the Amazon in the 1850s to find evidence of species change. His quest turns into an 11-year journey in which he discovers 8,000 species new to science and what would be called “Batesian Mimicry”.
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TEAM MEMBERS: Diane Carlson
resource research Public Programs
What if researchers and interpreters had a better way of eliciting, supporting and extending the interests that visitors bring with them to the park? This poster describing the iSWOOP project was presented at the 2019 NSF AISL Principal Investigators Meeting.
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