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resource evaluation Media and Technology
The Planet Earth Decision Theater (PEDT), funded by NOAA (grant # NA10SEC0080021), will be a major component of the Future Earth exhibition, which opens at the Science Museum of Minnesota (SMM or the Museum) in late October 2011. The theater will operate in two modes: a facilitated show with live actors and an audience response system to engage the audience, and an autorun show with similar content. This evaluation focuses on the live performance part of PEDT. When complete, live performances will take place in SMM’s newly refurbished Science on a Sphere (SOS) space that will include SOS, a
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resource project Media and Technology
Young people's participation in informal STEM learning activities can contribute to their academic and career achievements, but these connections are infrequently explicitly recognized or cultivated. More systemic approaches to STEM education could allow for students' experiences of formal and informal STEM learning to be aligned, coordinated, and supported across learning contexts. This Science Learning+ planning project brings together stakeholders in two digital badge systems--one in the US and one in the UK--to plan for a study to identify the specific structural features of the systems that may allow for the alignment of learning objectives across institutions. Digital badge systems may offer an inventive solution to the challenge of connecting and building on youth's STEM-related experiences in multiple learning contexts. When part of a defined system, badges could be used to represent and communicate evidence of individual learning, as well as provide youth and educators with evidence-supported indicators for other activities in the system that might be interesting or valuable. Properly designed and supported badge systems could transmit critical information within a network of informal STEM programs and schools that (1) recognize context-dependent, interest-driven learning and (2) provide opportunities to explore those interests across multiple settings. This project advances the field of informal STEM learning in two ways. First, the project documents and analyzes the processes by which two small groups of informal science education organizations and schools negotiate the meaning and value of badges, as proxies for learning objectives, and how they decide to recognize badges awarded by other institutions. This process builds capacity within the target systems while also beginning to identify the institutional, cultural, and material capacity issues that facilitate or constrain the alignment process. Second, the project conducts a pilot study with a small number of youth in the US and UK to investigate factors associated with an individual youth's likelihood of: a) identifying badges of interest; b) connecting the activities of various badge systems to each other and to non-badging institutions, such as school or industry; c) determining which badges to pursue; and d) persisting in a particular badge pathway. Findings from this pilot study will help identify institution- and individual-level factors that might be associated with advancing student interest and progression in STEM fields. Deepening and validating the understanding of those factors and their relative impact on student experiences and outcomes will be the focus of investigations in future studies.
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TEAM MEMBERS: James Diamond New York City Hive Learning Network MOUSE DigitalMe Katherine McMillan
resource project Media and Technology
This Science Learning+ project will develop a Youth Access & Equity Research & Practice Agenda, focusing on addressing equity issues for youth, ages 11-14, primarily from non-dominant backgrounds. The project will involve researchers and practitioners from three ISL settings/contexts, (1) Designed spaces, e.g., museums; (2) Community-based, e.g., afterschool clubs; and (3) Everyday science, e.g., science media. The goal of the agenda will be to advance scholarly understanding of equity issues in relation to these three contexts. Taking an ecological view of STEM learning as a sociocultural process of participation and transformation, the project will employ a Complex Adaptive System lens to document multiple pathways youth take (or not) within/across ISL settings over time, the impact these pathways have on learning and development, and their influence on ISL organizations themselves. These lenses will help us identify aspects of learning environments which shape youth access and development, and the value and impact of the equity ideas, tools and practices.
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TEAM MEMBERS: Louise Archer emily dawson Janet Sumner Sarah Thomas Lynn Dierking Angela Calabrese Barton Melanie Washington Ruth Murray Jim Short Emilyn Green Sue Ellen McCann
resource research Media and Technology
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through the iterative development of an explorable image viewer to engage visitors in an archaeological exhibit. We reflect on the series of user studies, prototype iterations, and design decisions taken to optimize navigation, annotation and exploration in this zoomable user interface. We highlight a set of design precedents, interaction frameworks, and content structuring approaches, while detailing the development of a media rich digital annotation strategy to
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TEAM MEMBERS: University of Pittsburgh Marti Louw
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King
resource evaluation Media and Technology
This report presents findings from Goodman Research Group's evaluation of the following: (1) The NOVA scienceNOW series, including viewer feedback on Season Three and the knowledge gained from viewing the six new episodes, (2) The NOVA scienceNOW website, and (3) Focus groups conducted at the Science Café conference in June 2008. Includes survey.
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TEAM MEMBERS: Elizabeth Bachrach Karen Peterman Laura Houseman Irene Goodman Colleen Manning
resource evaluation Media and Technology
The National Science Foundation funded Roadside Heritage (RH) to produce three major deliverables during this project: (1) STEM-rich audio stories for the traveling public that highlight the science associated with Highway 395; (2) Traveling festival kits that highlight major STEM features of the Eastern Sierra landscape; and (3) The RH website, a STEM-rich site highlighting the natural and cultural landscape associate with Highway 395. During the project’s final year, WestEd conducted summative evaluation activities targeting each of these deliverables. Appendix contains survey.
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TEAM MEMBERS: Jerome Hipps Sharon Herpin Donna Winston
resource evaluation Media and Technology
During the spring of 2006, American Institutes for Research (AIR) conducted an evaluation study on behalf of WGBH. The purpose of the study was to gather data related to the effectiveness of the FETCH! Activity Guide, which was designed to extend the teachings of a new children’s show, “FETCH! with Ruff Ruffman.” The Activity Guide was developed for after-school program facilitators and other informal science educators to use at their facilities, either in conjunction with the television show or as stand-alone resources. Appendix includes instruments.
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TEAM MEMBERS: Christine Paulsen Deborah Goff
resource evaluation Media and Technology
Knight-Williams collaborated with five aquaria to solicit the reactions of a random sample of their aquaria members to the PBS broadcast of the Shape of Life series. The collaborating aquaria were located in geographically diverse regions of the country and included: The Seattle Aquarium, Cabrillo Marine Aquarium, Dauphin Island Sea Lab, Shedd Aquarium, and New York Aquarium. The report focuses on questionnaire data provided by both the non-viewer respondents and by viewers of two or more episodes from the series.
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TEAM MEMBERS: Valerie Knight-Williams Divan Williams Jon Hinisits
resource research Media and Technology
This research follows on a previous study that investigated how digitally augmented devices and knowledge building could enhance learning in a science museum. In this study, we were interested in understanding which combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. Three hundred seven students from nine middle schools participated in the study. Six scaffolds were used in various combinations. The first was the digital augmentation. The next five were adaptations of knowledge-building
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TEAM MEMBERS: Susan Yoon Karen Elinich Joyce Wang Jaqueline Schooneveld Emma Anderson
resource research Media and Technology
This is a handout from the session "What If There Wasn't a Building? Pecha Kucha" at the 2014 ASTC Conference held in Raleigh, NC. The handout links to a recording of the session.
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TEAM MEMBERS: Eli Kulansky Kathy Gustafson-Hilton Paul Orselli Troy Livingston Phoebe Schenker Julie Bowen Joannna Haas
resource research Media and Technology
This NSF Special Report highlights broader impacts. Scientific progress comes in all shapes and sizes. Researchers peer at the microscopic gears of genomes, scan the heavens for clues of our origins. They unearth wind-weathered fossils, labor over complex circuitry, guide students through the maze of learning. Disparate fields, researchers and methods united by one thing: potential. Every NSF grant has the potential to not only advance knowledge, but benefit society -- what we call broader impacts. Just like the kaleidoscopic nature of science, broader impacts come in many forms. No matter the
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TEAM MEMBERS: National Science Foundation