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resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
This INSPIRE award is partially funded by the Cyber-Human Systems Program in the Division of Information and Intelligent Systems in the Directorate for Computer Science and Engineering, the Gravitational Physics Program in the Division of Physics in the Directorate for Mathematical and Physical Sciences, and the Office of Integrative Activities.

This innovative project will develop a citizen science system to support the Advanced Laser Interferometer Gravitational wave Observatory (aLIGO), the most complicated experiment ever undertaken in gravitational physics. Before the end of this decade it will open up the window of gravitational wave observations on the Universe. However, the high detector sensitivity needed for astrophysical discoveries makes aLIGO very susceptible to noncosmic artifacts and noise that must be identified and separated from cosmic signals. Teaching computers to identify and morphologically classify these artifacts in detector data is exceedingly difficult. Human eyesight is a proven tool for classification, but the aLIGO data streams from approximately 30,000 sensors and monitors easily overwhelm a single human. This research will address these problems by coupling human classification with a machine learning model that learns from the citizen scientists and also guides how information is provided to participants. A novel feature of this system will be its reliance on volunteers to discover new glitch classes, not just use existing ones. The project includes research on the human-centered computing aspects of this sociocomputational system, and thus can inspire future citizen science projects that do not merely exploit the labor of volunteers but engage them as partners in scientific discovery. Therefore, the project will have substantial educational benefits for the volunteers, who will gain a good understanding on how science works, and will be a part of the excitement of opening up a new window on the universe.

This is an innovative, interdisciplinary collaboration between the existing LIGO, at the time it is being technically enhanced, and Zooniverse, which has fielded a workable crowdsourcing model, currently involving over a million people on 30 projects. The work will help aLIGO to quickly identify noise and artifacts in the science data stream, separating out legitimate astrophysical events, and allowing those events to be distributed to other observatories for more detailed source identification and study. This project will also build and evaluate an interface between machine learning and human learning that will itself be an advance on current methods. It can be depicted as a loop: (1) By sifting through enormous amounts of aLIGO data, the citizen scientists will produce a robust "gold standard" glitch dataset that can be used to seed and train machine learning algorithms that will aid in the identification task. (2) The machine learning protocols that select and classify glitch events will be developed to maximize the potential of the citizen scientists by organizing and passing the data to them in more effective ways. The project will experiment with the task design and workflow organization (leveraging previous Zooniverse experience) to build a system that takes advantage of the distinctive strengths of the machines (ability to process large amounts of data systematically) and the humans (ability to identify patterns and spot discrepancies), and then using the model to enable high quality aLIGO detector characterization and gravitational wave searches
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TEAM MEMBERS: Vassiliki Kalogera Aggelos Katsaggelos Kevin Crowston Laura Trouille Joshua Smith Shane Larson Laura Whyte
resource project Media and Technology
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Jordan Raddick
resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by developing a suite of digital tools designed to support positive messaging around skill-based education and careers and to improve mentors' communication with middle school-aged youth mentees. Maintaining U.S. economic advantage requires attracting talent to high-growth, high-demand skill-based, STEM-related careers that are traditionally attained through Career and Technical Education (CTE). Replacing old negative perceptions with new, more accurate messages about CTE and then reaching youth with these messages before high school is essential. Career-focused mentoring is a vehicle for delivering these messages and supporting youth exploration of CTE as a possible path for their own lives. Investigators will explore the hypothesis that through strong connections between those best positioned to articulate industry needs (mentors) and those most receptive to filling that need (mentees), this project will improve youth awareness and interest in CTE and the rewarding careers that are available to them. Research and development activities will be carried out collaboratively in informal learning environments in Boston and New York City that serve middle school-aged youth from underrepresented communities, through career-focused mentoring programs. The project team, led by media producers of the WGBH Education Foundation, includes market researchers and communications strategists at Global Strategy Group, learning scientists at Education Development Center, and mentorship program partners at SkillsUSA, Learning for Life's Middle School Explorer Clubs, and Boy Scouts of America's Scoutreach. If promising, the career-focused mentoring programs of SkillsUSA, Learning for Life, and Boy Scouts of America will incorporate the messaging roadmap and digital tools to support their mentoring curricula, which impact greater than one million youth in each year.

In the first phase of research, investigators will study perceptions of STEM-focused CTE from a nationwide sample of 800 middle school-aged youth and 30 mentors from skill-based STEM industries. In the second phase, investigators will work with six program leaders and 30 mentors from SkillsUSA, Explorer Clubs, Scoutreach, and other mentoring programs to document the needs of mentors for support as they enter into the mentoring process. The third phase will engage mentorship program leaders and 36 mentors in the iterative development of a suite of digital tools that would support positive messaging around skill-based education and careers and that would improve mentors' communication with youth mentees. In addition, a pre-post mentorship program pilot study will explore the promise of the digital tools for effectively supporting mentor-mentee communications that improve youth awareness and interest in STEM-focused CTE and skill-based, STEM-related careers. Thirty six mentors and 288 of their youth mentees will participate in the pilot study. Data sources for research include interviews and surveys of program leaders, mentors, and mentees, as well as tracking mentor activity within the online digital tool environment. This research would advance knowledge of how mentors influence disadvantaged youth perceptions of and interest in CTE and skill-based, STEM career pathways, in which there is currently little evidence as to how mentor preparation shapes ability to positively impact youth outcomes. Major outcomes will include a) deeper understandings of youth and mentor perceptions of CTE and mentors' needs for supporting their work with mentees, b) a messaging roadmap and digital tools that prepare mentors for their work with middle school youth, and c) empirical findings regarding the potential of the digital tools for effectively supporting mentor-mentee communications that improve youth's awareness and interest in CTE and skill-based, STEM-related careers. Outcomes will be shared widely to research, education, and industry communities, locally and nationally, through social media, partner networks, conference presentations, and research publications. An advisory board will provide independent review on the project activities.
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TEAM MEMBERS: Marisa Wolsky Hillary Wells
resource evaluation Websites, Mobile Apps, and Online Media
Summary brief describing summative evaluation associated with the MarcellusByDesign component of Marcellus Matters: EASE. Marcellus Matters: Engaging Adults in Science and Energy (EASE) was a program of Penn State University’s Marcellus Center for Outreach and Research (MCOR), in collaboration with other experts across the university. The first year of program activities took place in 2012, and the project continued through September 2016. EASE was a multidisciplinary initiative that provided adults in rural Pennsylvania with opportunities to increase their knowledge of science and energy
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TEAM MEMBERS: Joe E Heimlich Donnelley (Dolly) Hayde Rebecca Nall
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Exhibitions
In March of 2016, a total solar eclipse occurred in the southwestern pacific; and in August of 2017, a total solar eclipse occurred across a broad swath of the United States. The Exploratorium launched a 2.5
year public education program—Navigating the
 Path of Totality—that used these two
 total solar eclipses as platforms for
 sparking public engagement and learning 
about the Sun, heliophysics, and the STEM
 content related to both. These sequential
 eclipses provided an unprecedented
 opportunity to build and scaffold public
 engagement and education. Our strategy was to 
start the public engagement process with the 
2016 eclipse, nurture that engagement with
 resources, activities and outreach during the 17
 months between the eclipses, so that audiences (especially in the U.S., where totality was visible in multiple areas across the country) would be excited, actively interested, and prepared for deeper engagement during the 2017 eclipse. For the August 2017 eclipse, the Exploratorium produced live telescope and program feeds from Madras, OR and Casper, WY. The Exploratorium worked with NASA to leverage what was a once-in-a-lifetime experience for millions to bring heliophysics information and research to students, educators, and the public at large through a variety of learning experiences and platforms.

The core of this project was live broadcasts/webcasts of each eclipse. To accomplish these objectives, the Exploratorium produced and disseminate live feeds of telescope-only images (no commentary) of each eclipse originating them from remote locations; produce and disseminate from the field live hosted broadcasts/webcasts of each eclipse using these telescope images; design and launch websites, apps, videos, educator resources, and shareable online materials for each eclipse; design and deliver eclipse themed video installations for our Webcast studio and Observatory gallery in the months that lead up to each eclipse and a public program during each eclipse; and conduct a formative and summative evaluation of the project. 


These broadcasts/webcasts and pre-produced videos provide the backbone upon which complementary educational resources and activities can be built and delivered. Programs and videos were produced in English and Spanish languages. As a freely available resource, the broadcasts/webcasts also provide the baseline content for hundreds if not thousands of educational efforts provided by other science-rich institutions, schools, community-based organizations, and venues. Platforms such as NASA TV and NASA website, broadcast and online media outlets such as ABC, NBC, CBS, CNN, MSNBC and PBS, as well as hundreds of science institutions and thousands of classrooms streamed the Exploratorium eclipse broadcasts as part of their own educational programming, reaching 63M people. These live broadcasts were relied upon educational infrastructure during total solar eclipses for institutions and individuals on the path and off the path alike.
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TEAM MEMBERS: Robert Semper Robyn Higdon Nicole Minor
resource project Media and Technology
As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. This Broad Implementation project would scale up the CryptoClub Project, an afterschool and online program designed to engage middle school youth in mathematics and cryptography. The project builds on previous successful work and evaluation that is ready for scale up using a train-the-trainer model implemented through a partnership with the National Girls Collaborative. The project will train 160 new CryptoClub leaders who will then train 800 new leaders at 20 hub sites reaching 9600 students. In addition, professional development modules and webinars will continue to refresh leader skills. Other project components include an online multiplayer cryptography game, weekly challenges through social media, and digital cryptology badges for students.

The research uses a think-aloud method with students as they actually attempt to solve the cryptology problems using mathematical thinking. Three think-aloud studies will be performed during the Project. The research team will code transcripts of the interviews for evidence of the mathematical thinking intended to be addressed by each activity, as well as capturing unexpected kinds of thinking. Tasks will also be rated according to the type of knowledge elicited. A written report will include statistical analyses of the think-aloud and interview responses, interpreted in light of the overall CryptoClub goals. The findings will contribute to both future research efforts and practice. The evaluation by EDC uses a quasi-experimental design, which assesses project outcomes for trainers, leaders, students, and Internet users. EDC will also investigate the fidelity to the CryptoClub model as it is scaled up. These studies have strong potential for informing numerous other projects that are at a stage where scale up is under consideration.
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TEAM MEMBERS: Janet Beissinger
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource project Media and Technology
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
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resource project Media and Technology
C-RISE will create a replicable, customizable model for supporting citizen engagement with scientific data and reasoning to increase community resiliency under conditions of sea level rise and storm surge. Working with NOAA partners, we will design, pilot, and deliver interactive digital learning experiences that use the best available NOAA data and tools to engage participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and predicted changes for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through real-world planning challenges developed with our city and government partners in Portland and South Portland, Maine. Over the course of the project, thousands of citizens from nearby neighborhoods and middle school students from across Maine’s sixteen counties, will engage with scientific data and forecasts specific to Portland Harbor—Maine’s largest seaport and the second largest oil port on the east coast. Interactive learning experiences for both audiences will be delivered through GMRI’s Cohen Center for Interactive Learning—a state-of-the-art exhibit space—in the context of facilitated conversations designed to emphasize how scientific reasoning is an essential tool for addressing real and pressing community and environmental issues. The learning experiences will also be available through a public web portal, giving all area residents access to the data and forecasts. The C-RISE web portal will be available to other coastal communities with guidance for loading locally relevant NOAA data into the learning experience. An accompanying guide will support community leaders and educators to embed the interactive learning experiences effectively into community conversations around resiliency. This project is aligned with NOAA’s Education Strategic Plan 2015-2035 by forwarding environmental literacy and using emerging technologies.
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TEAM MEMBERS: Leigh Peake
resource project Media and Technology
Over three years beginning in January 2016, the Science Museum of Virginia will launch a new suite of public programming entitled “Learn, Prepare, Act – Resilient Citizens Make Resilient Communities.” This project will leverage federally funded investments at the Museum, including a NOAA-funded Science On a Sphere® platform, National Fish and Wildlife-funded Rainkeepers exhibition, and the Department of Energy-funded EcoLab, to develop public programming and digital media messaging to help the general public understand climate change and its impacts on Virginia’s communities and give them tools to become resilient to its effects. Home to both the delicate Chesapeake Bay ecosystem and a highly vulnerable national shoreline, Virginia is extremely susceptible to the effects of climate change and extreme weather events. It is vital that citizens across the Commonwealth understand and recognize the current and future impacts that climate variability will have on Virginia’s economy, natural environment, and human health so that they will be better prepared to respond. In collaboration with NOAA Chesapeake Bay Office, George Mason University’s Center for Climate Change Communication, Virginia Institute for Marine Science, Public Broadcasting Service/National Public Radio affiliates, and Resilient Virginia, the Museum will use data from the National Climatic Data Center and Virginia Coastal Geospatial and Educational Mapping System to develop and deliver new resiliency-themed programming. This will include presentations for Science On a Sphere® and large format digital Dome theaters, 36 audio and video digital media broadcast pieces, two lecture series, community preparedness events, and a Resiliency Checklist and Certification program. This project supports NOAA’s mission goals to advance environmental literacy and share its vast knowledge and data with others.
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TEAM MEMBERS: Richard Conti