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resource research Public Programs
ResearchLink: Spotlight on Solar Technologies was a Collaborative Research Connecting Researchers and Public Audiences (CRPA) Project led by the Oregon Museum of Science and Industry and Portland State University, funded by the NSF AISL program from 2012-2014. This poster was presented at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Portland State University and Oregon Museum of Science and Industry Lauren (Russell) Moreno Carl Wamser
resource project Public Programs
This CRPA award will address the science behind solar energy, its capture, measurements, and uses. It is a collaborative effort between scientists at Portland State University (PSU) and the Oregon Museum of Science and Industry (OMSI). Materials for the OMSI staff will be prepared by the scientists and the OMSI staff will work with the scientists on making presentations to the public. OMSI will translate information from the exhibits, displays, and presentations into Spanish to engage the Hispanic population. Scientific café?s will be part of this engagement. The PI and OMSI museum have had a working relationship for some time adding to the potential success of the project. The PI and his colleagues at PSU have a major effort going in research on photonic science suggesting that this engagement can continue to be updated as the time goes on. The project will be evaluated by the well established evaluation group at OMSI. Further, Spanish speaking public will be embraced with this material as will rural residents from traveling exhibits and displays.
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resource research Media and Technology
This poster presented at the 2014 AISL PI Meeting describes a project that uses out-of-home (OHM) media to improve the public understanding of science. It features multimedia installations located in public spaces such as Boston's T.
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TEAM MEMBERS: David Lustick
resource project Media and Technology
Following on the outcomes of an NSF-funded conference to this project's principal investigator, a team of educators, scientists, and communication experts from the University of Massachusetts Lowell, University of Massachusetts Boston, Hofstra University, the Boston Museum of Science and other professionals is implementing a full-scale development project to investigate the impact of an Out-of-Home Multi-Media (OHMM) exhibit on adults riding Boston's subway system (the "T"). The project's goal is to design, implement, and study the efficacy of an OHMM model for free-choice science learning about our changing climate. A rotating exhibit of twelve specially designed placards, posters, as well as virtual, web-based learning resources linked to the exhibit content will potentially engage over 420,000 adult riders per day along two of the T's four lines. Wireless access throughout light rail systems and the rise of smart phones represent a confluence of factors making an innovative form of engagement possible. The work is positioned to test this new model for informal science education and potentially could be expanded in Boston and into other cities around the country.
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TEAM MEMBERS: David Lustick David Rabkin Jill Lohmeier Rick Wilson
resource research Media and Technology
Creating Museum Media for Everyone (CMME), a National Science Foundation (NSF) Enhanced Pathways Grant, held a five-day workshop in May 2012 that brought together 55 museum professionals and accessibility experts in fields such as formal science and special education, technology product development, gaming, accessible technologies, and universal design and Universal Design for Learning. The overarching purpose was to help launch the work of the core team from the Museum of Science (MOS), the WGBH National Center for Accessible Media (NCAM), Ideum, and Audience Viewpoints in developing the next
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TEAM MEMBERS: Museum of Science, Boston Marta Beyer Anna Lindgren-Streicher Christine Reich
resource research Public Programs
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project that uses social network methods to study networks of afterschool and informal science stakeholders.
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TEAM MEMBERS: SRI Education Ann House
resource research Public Programs
This poster from the 2014 AISL PI Meeting describes the Indianapolis/City as a Living Laboratory project, a city-wide civic collaboration engaging in cross-sector research that builds on prior research in informal science learning in public settings. It focuses on creating place-based science learning experiences in public settings.
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TEAM MEMBERS: John Fraser
resource research Public Programs
This poster from the 2014 AISL PI Meeting describes a project in Maine to derive and develop an educational model for informal science learning in rural areas where ISE venues are nonexistent.
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TEAM MEMBERS: Laurie Larsen
resource project Public Programs
This Pathways project, led by Hubbard Brook Research Foundation (HBRF), develops and pilots a model to foster engagement and learning among diverse stakeholders related to timely ecosystem, social, economic, and policy issues in rural regions of New England's Northern Forest. As such, this project seeks to serve as a model for how other rural areas across the US that have pressing concerns that relate to science, technology, mathematics, and engineering (STEM) may partner with scientists, community members, and local organizations to better understand and become involved in regional issues. Research carried out for more than 50 years at the 7,800-acre Hubbard Brook Experimental Forest?among the longest-running ecosystem studies in the world?has significant implications for decision making at local as well as national levels on topics including climate change, environmental stresses on tree physiology, biomass energy, and invasive pests and pathogens. By employing a Pubic Engagement with Science approach, the project goals focus on learning and equitable participation by both public audiences (local communities and organizations) and professional audiences (scientists who want to engage in informal science learning). In this case, "equitable" means valuing the experiences and knowledge that diverse people have. "Learning" is designed to occur for all participants, such that everyone has a deeper, broader, and more nuanced understanding of STEM, the regional issues, and opportunities for the future. HBRF has designed a three-part model that includes multi-stakeholder dialogue events, workshops and dialogues with scientists working in the region, and regional capacity building for supporting outcomes of the dialogues and workshops. The project evaluation aligns closely with the Public Engagement with Science approach and project goals. As such, over the course of project activities, the evaluation measures both the public's learning and capacity to engage with other stakeholder around regional issues as well as those of the scientists. In addition, the evaluation will document the strategies and capacities of the HBRF model to broaden and sustain productive interactions among diverse regional stakeholders. Dissemination of this pilot project's findings include a case study reflecting on the process, lessons learned, and potential best practices related to the PES model as well as presentations by project leadership at community, scientific, and educational meetings. The pilot would then provide a foundation for an on-going, expanded effort for HBRF in the Northern Forest and/or an expanded effort in the region around a set off issues. In either case, the full-scale project would build from the refined model as well as the capacity built through the pilot.
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TEAM MEMBERS: Sarah Garlick David Sleeper
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It discusses the second season of SciGirls, a multimedia project designed to encourage and empower more girls to pursue careers in STEM.
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TEAM MEMBERS: Twin Cities Public Television Rita Karl
resource research Media and Technology
This poster was shared at the 2014 AISL PI meeting, August 20-22. It describes the goals and early (pre-award) work on the GrACE project. This project aims to teach computational thinking and fostering computer science attitude change among middle school students through a procedurally generated puzzle game.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource project Media and Technology
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education. Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld