The Herpetology Education in Rural Places & Spaces (HERPS) project is a four-year full-scale development project designed to engage diverse North Carolina residents from the Central Piedmont, Eastern Piedmont, and Inner Coastal Plain regions of the state in conservation and field experiences focused on herpetology, the study of reptiles and amphibians. The project targets rural underrepresented groups in STEM; predominately African-Americans, Hispanics, and Lumbee Native Americans. The University of North Carolina-Greensboro and its partner organizations, Elon University and University of North Carolina-Pembroke, will partner to develop and implement all phases of the project. Ultimately, the project aims to increase knowledge of and interest in herpetology and related conservation issues, provide authentic research experiences, and better understand identity-related motivations and affordances of the casual, regular, and enthusiastic participant across project strands. HERPS builds on four pilot studies and will engage people of all ages in a broad range of herpetological activities including: (a) an annual herpetology-focused community event (HERPS Celebrations), (b) technology resources such as a project website and customized mobile applications (HERPS Cyberhub), (c) summer and year-long herpetological research experiences (HREs) for high school students and teachers, and (d) in-depth longitudinal herpetological study opportunities (e.g., box turtle study). In addition, there is separate but integrated research stand that will focus on identity and HERPS experiences, as settings for informal science learning. The identity research will study: (a) identity-related motivations and (b) identity-related affordances of casual, regular and enthusiastic participants across threads. In addition, an extensive formative and summative evaluation will be conducted using a mixed methods approach by an external evaluator. Using a multiple-entry-points approach for learning and engagement, this project could serve as a replicable model for similar efforts in other settings. In addition, the results of the identity reseach strand could fill a critical gap in the identity and informal science education research bases. With an average estimated reach of nearly 15,000 people of all ages and diverse backgrounds, the potential broader impacts of this project could be extensive.
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TEAM MEMBERS:
Catherine MatthewsAndy AshTerry TomasekAnn SomersHeidi Carlone
This project is designed to bridge the "public understanding of science" radio model with a "public engagement with science" approach using a new public media tool - the "Public Insight Network". Radiolab, an innovative hour-long radio program has developed a highly innovative and successful format over the past 5 years that fosters interest and understanding in STEM based on audiences' natural curiosity. It has exposed non-science attentive listeners to transformative STEM concepts such as Stochasticity (physics, statistics, neuroscience), Musical Language (behavioral science, neurology, acoustics) and Space (mathematics, astronomy, technology, engineering). This project will expand the model using innovative online strategies that will connect listeners with working scientists, with each other and with the Radiolab hosts. This new model is grounded in the direct interaction of audiences and scientists which positions listeners as active creators and curators of content rather than passive recipients. The target audience is young adults 18 years old and above. Key organizational partners are The Public Insight Network (and their affiliation with the National Academies of Science), American Public Media, the Borough of Manhattan Community College and Brooklyn College. Project deliverables include 30 hour-long Radiolab programs for broadcast on public radio stations; interactive, user generated articles for the web site; live online chats, engagement "apps" for mobile smart phones; and live events at college campuses and science centers. In addition, the project will implement a mentorship program to train college-aged underrepresented students that have demonstrated an interest in science and/or science journalism. Formative evaluation will gather actionable information from audiences and scientists than can inform the design of the deliverables.The summative evaluation will assess the success of the strategy for engaging audiences in ongoing science learning. Audiences are projected to increase from the current base of 1 million radio listeners per season and 2 million podcast downloads per month. The intended learning outcomes for the audience include their gaining greater knowledge and exposure to current scientific research, and increased engagement by becoming participatory learners through online interactions with science professionals and other listeners.
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TEAM MEMBERS:
Ellen HorneJad AbumradRobert KrulwichSoren Wheeler
The Cornell Lab of Ornithology is creating a new type of interactive, question-driven, online bird-identification tool called "Merlin," along with associated games, social networking tools, and other media. Unlike existing bird-identification guides, which are based on traditional taxonomic keys written by scientists, Merlin uses machine learning algorithms and crowd-sourced data (information provided by thousands of people) to identify birds and improve Merlin's performance with each interaction. The tool will help millions of people identify birds and participate in a collective effort to help others. The Crowd ID project will make it easier for people to discover the names of birds, learn observation and identification skills, find more information, and appreciate Earth's biodiversity. The summative evaluation plan is measuring increases in participants' knowledge, engagement, and skills, as well as changes in behavior. Impacts on participants will be compared to a control group of users not using Merlin. Merlin tools will be integrated into the Cornell Lab's citizen science and education projects, which reach more than 200,000 participants, schoolchildren, and educators across the nation. Merlin will be broadly adapted for use on other websites, social networking platforms, exhibits, mobile devices, curricula, and electronic field guides. Once developed, Merlin can be modified to identify plants, rocks, and other animals. Merlin will promote growth of citizen science projects which depend on the ability of participants to identify a wide range of organisms.
The University of Pittsburgh's Center for Learning in Out-of-School Environments (UPCLOSE), the Carnegie Museum of Natural History, and the Robotics Institute at Carnegie Mellon University are building an open access cyberlearning infrastructure that employs super high-resolution gigapixel images as a tool to support public understanding, participation, and engagement with science. Networked, gigapixel image technology is an information and communication technology that creates zoomable images that viewers can explore, share, and discuss. The technology presents visual information of scientifically important content in such detail that it can be used to promote both scientific discovery and education. The purpose of the project is to make gigapixel technology accessible and usable for informal science educators and scientists by developing a robotic imaging device and online services for the creation, storage, and sharing of billion-pixel images of scientifically important content that can be analyzed visually. Project personnel are conducting design activities, user studies, and formative evaluation studies to support the development of a gigapan technology platform for demonstration and further prototyping. The project builds on and leverages existing technologies to provide informal science education organizations use of gigapixel technology for the purpose of facilitating three types of activities that promote participatory learning by the public--Public Understanding of Science activities; Public Participation in Scientific Research activities; and Public Engagement in Science activities. The long-terms goals of the work are to (1) create an accessible database of gigapixel images that informal science educators can use to facilitate public-scientist interactions and promote participatory science learning, (2) characterize and demonstrate the affordances of networked gigapixel technologies to support socially-mediated, science-focused cyberlearning experiences, (3) generate knowledge about how gigapixel technology can enable three types of learning interactions between scientists and the public around visual data, and (4) disseminate findings that describe the design, implementation, and evaluation of the gigapixel platform to support participatory science learning. The project\'s long-term strategic impacts include guiding the design of high-resolution images for promoting STEM learning in both informal and formal settings, developing an open educational resource and science communication platform, and informing informal science education professionals about the use and effectiveness of gigapixel images in promoting participatory science learning by the public.
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS:
Lori WaltersMichael MoshellCharles HughesEileen Smith
The Maryland Science Center, in partnership with SK Films, Inc. received NSF funding to produce a large format, 2D/3D film and multi-component educational materials and activities on the annual migration of monarch butterflies, their life cycle, the web of life at select sites where they land, and the citizen science efforts that led to the monarch migration discovery. Project goals are to 1) raise audience understanding of the nature of scientific investigation and the open-ended nature of the scientific process, 2) enhance and extend citizen science programs to new audiences, and 3) create better awareness of monarch biology, insect ecology and the importance of habitat. Innovation/Strategic Impact: The film has been released in both 3D and 2D 15/70 format. RMC Research Corporation has conducted evaluation of the project, both formatively and summatively, including a study of the comparable strengths of the 2D and 3D versions of the film. RMC has conducting formative evaluation and is currently conducting summative evaluation to assess the success of project materials in communicating science and achieving the project's learning goals. Collaboration: This project employs a collaborative model of partnerships between the project team and the National Science Teachers Association (NSTA), the University of Minnesota's Monarchs in the Classroom and Monarch Watch. Project advisors represent world-renown monarch butterfly research scientists and educators, including Dr. Karen Oberhauser, named a "Champion of Change" by President Obama in June 2013, and Dr. Chip Taylor, founder and director of Monarch Watch at the University of Kansas.
The Nexus of Energy, Water, and Climate: From Understanding to Action (Café +) project will develop and test two interactive board game concepts focused on energy, water, and climate with youth and adults from four highly diverse communities in New Mexico. The four primary goals of the project are to: (a) develop, play test, and implement two board, card, or other non-electronic games grounded in energy, water, and climate content at four project sites, (b) identify the key characteristics of the games that maximize problem solving while stimulating interest, engagement, and learning, (c) explore the implications of game playing on dialog, learning, and Café+ satisfaction for youth and adult participants, and (d) evaluate the viability of this model for full scale implementation throughout the existing Café Scientifique program, from which this project is based. Los Alamos National Laboratory, Sandia National Laboratory, PNM Resources, Scott Balaban Games Design, the Los Alamos County Utilities Department, and a host of advisors and consultants from a broad range of organizations and institutions will collaborate to develop, test, and implement the Café+ games model. The primary deliverables include: (a) two non-electronic multiage commercial quality games focused on energy, water, and climate content, (b) a comprehensive pilot study examining the impact, effectiveness, and viability of the Café+ model with the target audiences, and (c) formative and summative evaluations of the games implementation model. A significant outcome of Café+ is that New Mexico youth and adults, from diverse backgrounds, will learn relevant science content through the development and testing of engaging, innovative commercial quality games. Over 250 youth and adults will benefit directly from their participation in the pilot study. They will not only learn important science content while working collaboratively in groups (youth only and youth/adult groups), but they will also participate in an authentic scientific process experience as playtesters. In this role, youth and adults will experience critical science concepts such as trial and error and refinement. Further, the games will be made publicly available and implemented across the entire Café Scientifique program (n=960 youth). The evaluation study will employ a mixed methods approach to examine project implementation, effectiveness, and impacts. Focus groups, observations, and surveys will be employed to assess a number of variables such as (but not limited to): content knowledge and learning, interest, engagement, game features, game play processes, gaming obstacles and challenges, participant interactions, and motivation. Embedded assessment opportunities will also examine participants\' decision making abilities, analytical skills, and ability to transfer knowledge gained to real world situations as they navigate through the games. Data collected at the youth-only pilot test sites will be used in a comparative analysis of similar variables tracked at the youth and adult sites. Formative approaches will provide iterative, ongoing opportunities for programmatic and game refinement and adjustments. The formative and summative evaluations will endeavor to document critical data and findings needed to assess the viability of Café+ as a full scale development project, with additional games and project sites across the country. The Café+ project would add to the limited literature base on learning and science engagement of youth within Science Café settings in the 21st century. More critically, this pilot study could contribute to the dearth of current research on the impact of non-electronic game play can have on youth only groups and youth/adult groups working collaboratively to make important scientific decisions within Science Café settings. This comparative data could prove significant for other program models interested in implementing similar youth and adult game based program. Further, the relevance of the content could potentially spark youths' interest not only in pursuing courses and careers in STEM, but it could also motivate youth and adult participants to become more involved in civic engagement activities occurring within and beyond their local communities.
TERC is partnering with the Toxics Action Center to enhance the capacity of environmental organizations to teach mathematical literacy skills to low-income citizens, mostly women of color. Secondary collaborators include four environmental organizations around the country. The project is (1) developing math- and statistics-rich educational materials that help non-scientists interpret environmental test results, (2) developing training materials that help environmental organization personnel provide quantitative literacy training to citizens, (3) helping environmental organizations institutionalize project resources, and (4) evaluating the impact of project activities on environmental organizers, community members, and the general public. Project deliverables include bilingual, print- and web-based instructional materials (including videos) for environmental organizations to use with staff and community members; training sessions to create a cadre of environmental organization leaders who can conduct environment-focused, math training workshops; a communications toolkit for dissemination to journalists who cover environmental issues; and a resource-rich project web site.
The California Environmental Legacy Project is a new kind of educational media project. Through an integrated package of programs and media resources, it seeks to build public understanding about about environmental change and the deep and inextricable connections we have with the natural world. The Project has three interwoven media programs: "Becoming California," is a two-hour public television documentary that takes a fresh look at our past, present and future relationship with California's changing environment. Produced for a national public television audience, the target for broadcast is summer 2014. The Changing Places Initiative is a package of regional films created for selected state and national parks in California. Produced as standalone and companion programs to the broadcast program, the films are planned for release in park visitor centers beginning in summer 2014. A companion website aims to increase public understanding of environmental change by integrating the project's video program into an engaging and interactive user interface that offers streaming video, educational resources and social networking tools. Audience Research is a key element of the project that guides development of its media and provides feedback on its overall effectiveness. Project partners include California State Parks, the National Park Service and U.S. Geological Survey. KQED-TV in San Francisco is serving as its presenting station for PBS broadcast. The Project is led by team of distinguished scientists, leading educators and award-winning media professionals.
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TEAM MEMBERS:
James BaxterKit TylerJeffrey WhiteDavid Scheerer
This multimedia project tells the human story of the long, continuing quest to identify, understand, and organize the basic building blocks of matter leading to the Periodic Table of Elements. Project deliverables include a two hour PBS documentary; a website on the Periodic Table and discovery of the elements; a Teacher\'s Guide; and an Outreach Plan led by the St. Louis Science Center and nine other science centers. The target audiences are adults with an interest in science, inner-city youth, and high school chemistry teachers and their students. Partners include Moreno/Lyons Productions, the American Chemical Society (ACS), the Chemical Heritage Foundation; the St. Louis Science Center; and Oregon Public Broadcasting. The national broadcast and outreach activities are intended to complement the International Year of Chemistry (IYC) 2011, furthering the opportunity to enhance the public understanding of chemistry. The goal of the project is to reveal science as an intensely human process of discovery through stories of some of the greatest scientists. The two-hour PBS special will tell a "detective story" of chemistry, stretching from the ancient alchemists to today's efforts to find stable new forms of matter. Among key characters will be Joseph Priestley, Antoine Lavoisier, Humphry Davy, Dmitrii Mendeleev, Marie Curie, Harry Moseley, and Glenn Seaborg. The program will show both their discoveries and the creative process, using reenactments shot with working replicas of their original lab equipment. Interwoven with history will be segments on modern chemical research and the real-world consequences of the discoveries. A two-part Outreach Plan is aimed at engaging inner-city youths through a network of ten science centers led by the St. Louis Science Center and at reaching a broader audience through events, activities, and publications offered by ACS during National Chemistry Week and IYC 2011. The television program is projected to reach three million viewers during its multiple broadcasts over premiere week, increasing to five million or more with subsequent repeat broadcasts and DVD distribution. It is estimated that 6,500 underrepresented urban teens will participate in the hands-on activities in the ten science centers during IYC 2011. The website is intended to become a resource extending the reach and impact of the project for a decade or more. The summative evaluation will assess the extent to which the project accomplishes the goals of enhancing public understanding of chemistry, affecting public attitudes toward chemistry and chemists, and improving the understanding of the nature of science. Three studies will be conducted. The first will be an in-depth evaluation of the program and Web site with a sample of 150 adult PBS viewers using a two-group post-test randomized study design. The second study will evaluate the outreach effort with diverse audiences at the local level prior to and during National Chemistry Week using on site observations, surveys, and interviews to capture participant feedback at local events. The third study will evaluate high school educators' use of the Teacher's Edition & Guide.
The purpose of this integrated cross media project is to build public knowledge and curiosity about energy science and policy, to encourage audience confidence in its abilities to understand energy related science, and to stimulate exchange between community-based experts. The deliverables include five hour-long radio programs focusing on the interconnected nature of waterways, climate systems, and energy sources; a digital journalism and social network site focusing on energy topics; partner-driven outreach with universities and local public radio stations; and a training workshop for ethnic media partners. The project targets public radio listeners, ethnic media readers, local urban and rural communities, and Internet users. Partner organizations include New American Media, a consortium of ethnic media producers, the University of Texas at Austin (which will provide content expertise as well as outreach assistance), local public radio stations, and scientific organizations. Intended impacts on the general audience include building their knowledge and interest in energy science and policy, and influencing their confidence in understanding energy science, technology and engineering, as well as empowering them to voice their opinions in energy policy discussions and to make changes in their lives that will support a sustainable energy future. It is estimated that five million people will access the radio programs and web content over the sustained life of the project. Professional audience impacts include building science journalism capacity and reciprocal relationships between general and ethnic news media, as well as stimulating exchange between subject experts (e.g., water engineers and geoscientists) and community experts (e.g., community organizers and backyard gardeners) who can inform energy reporting and open new areas of discussion in the energy debate. The evaluation plan uses both quantitative and qualitative data collection and quasi-experimental designs to examine the impact of this project on both public and professional audiences.
LOOP is a new multiplatform, environmental project designed to help young children, ages 6-8, explore ecosystems and understand the science and systems of the natural world. Built upon a curriculum that moves beyond the 3Rs (reduce, reuse, recycle), the goal is to help lay the foundation for a lifelong interest in the science of sustainability. Deliverables include: a 20-episode television series with animated stories and live-action segments which feature families and children; an online game to immerse players in the same ecosystems seen on television; Loop Live Missions (outdoor science activities); and an afterschool/camp curriculum designed to get children and families outside to explore natural systems. Promotion of LOOP's educational resources will be undertaken through a partner network including the U.S. Forest Service, Children & Nature Network, National Recreation and Park Association, American Camp Association, National Summer Learning Association, Girl Scouts of the USA, and the Boys & Girls Clubs of America. LOOP is produced by WGBH in Boston and intended for national distribution on PBS. The project design creates an "interactive learning loop" which cycles between the television series, the Website, and outdoor science activities. The intended impacts are to: (1) deliver educational media to the target audience that increases their understanding of science and sustainability issues; (2) model and teach science concepts and scientific habits of mind; and (3) connect children and their families to the natural world. Concord Evaluation Group will be responsible for conducting formative and summative evaluation of the project. The summative evaluation is designed to measure project impacts with respect to change in behavior and attitudes, as well as science learning. The results of the evaluation will inform the curriculum for the current and future seasons of LOOP and contribute to the growing knowledge base of how media can effectively promote and teach substantive science to the young.