Skip to main content

Community Repository Search Results

resource project Media and Technology
Citizen science engages members of the public in science. It advances the progress of science by involving more people and embracing new ideas. Recent projects use software and apps to do science more efficiently. However, existing citizen science software and databases are ad hoc, non-interoperable, non-standardized, and isolated, resulting in data and software siloes that hamper scientific advancement. This project will develop new software and integrate existing software, apps, and data for citizen science - allowing expanded discovery, appraisal, exploration, visualization, analysis, and reuse of software and data. Over the three phases, the software of two platforms, CitSci.org and CyberTracker, will be integrated and new software will be built to integrate and share additional software and data. The project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects such as those that monitor disease outbreaks, collect biodiversity data, monitor street potholes, track climate change, and any number of other possible topics more possible, efficient, and impactful through shared software.

The project will develop a cyber-enabled Framework for Advancing Buildable and Reusable Infrastructures for Citizen Science (Cyber-FABRICS) to elevate the reach and complexity of citizen science while adding value by mobilizing well-documented data to advance scientific research, meta-analyses, and decision support. Over the three phases of the project, the software of two platforms, CitSci.org and CyberTracker, will be integrated by developing APIs and reusable software libraries for these and other platforms to use to integrate and share data and software. Using participatory design and agile methods over four years, the project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science software and data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects and any number of other possible topics more possible, efficient, and impactful through shared software and data. Adoption of Cyber-FABRICS infrastructure, software, and services will allow anyone with an Internet or cellular connection, including those in remote, underserved, and international communities, to contribute to research and monitoring, either independently or as a team. This project is also being supported by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
DATE: -
TEAM MEMBERS: Gregory Newman Louis Liebenberg Stacy Lynn Melinda Laituri
resource project Public Programs
This research project builds upon an Advancing Informal STEM Learning (AISL) project (DRL#1114674) that investigated preschoolers' self-directed science, technology, engineering, and mathematics (STEM) related play experiences in outdoor nature-based playscapes. An emerging trend, nature-based playscapes have great potential for exposing young children to STEM-related phenomena, concepts, and processes in a variety of early childhood education settings, including daycare centers, pre-schools, playgrounds, and children's museums. In contrast to traditional playgrounds, playscapes are designed to result in complex, sensory-rich environments in which extensive access to natural materials and resources inspires young children's investigative and exploratory behaviors. This study explores the hypothesis that play in nature provides young children (ages 3-5) with extensive contact with science content and that a play-based curriculum could expand opportunities for STEM learning. This Research-in-Service of Practice project will: 1) design, implement, and evaluate four digital play-based professional development curriculum modules for pre-school educators across multiple partner sites; 2) research the impact of professional training on educators' facilitation of STEM content and activities; 3) examine the impacts of play-based facilitation on young children's understanding of and engagement with STEM; and 4) evaluate the transferability and sustainability of new playscape design principles at three partner sites. This investigation will be led by researchers at the University of Cincinnati in close collaboration with early childhood educators at the Arlitt Center, Cincinnati Nature Center, and two local early childhood organizations that serve children in Head Start programs. The study will use a mixed-methods approach. Data sources include video observations, behavior mapping, teacher self-studies, surveys, interviews, child assessments and children's photo documentation of their experiences. This research project is being funded by the AISL program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. Research that promotes the understanding of how designed play-based natural environments and related instructional approaches support the development of young children's engagement with STEM could lead to new learning theory, pedagogical approaches, and inform the design of effective informal learning experiences. Understanding the affordances of particular components of playscapes with respect to young children, as well as how pre-school educators could productively facilitate young children's engagement with, and understanding of, STEM would be a contribution to the informal STEM field.
DATE: -
TEAM MEMBERS: Victoria Carr Rhonda Brown Heidi Kloos
resource project Media and Technology
The achievement gap begins well before children enter kindergarten. Research has shown that children who start school having missed critical early learning opportunities are already at risk for academic failure. This project seeks to narrow this gap by finding new avenues for bringing early science experiences to preschool children (ages 3-5), particularly those living in communities with few resources. Bringing together media specialists, learning researchers, and two proven home visiting organizations to collaboratively develop and investigate a new model that engages families in science exploration through joint media engagement and home visiting programs. The project will leverage the popularity and success of the NSF-funded PEEP and the Big Wide World/El Mundo Divertido de PEEP to engage both parents and preschool children with science.

To address the key goal of engaging families in science exploration through joint media engagement and home visiting programs, the team will use a Design Based Implementation Research (DBIR) approach to address the research questions by iteratively studying the intervention model (the materials and implementation process) and assessing the impact of the intervention model on parents/caregivers. The intervention model will include the PEEP Family Engagement Toolkit that will support 20 weeks of family science investigations using new digital and hands-on science learning resources. It will also include new professional development resources for home educators as well as and the implementation process and strategies for developing and implementing the Toolkit with families.

The proposed research focuses first on refining and improving program design and implementation, and second, on investigating whether the intervention improves the capacity of parent/caregivers to support young children's learning in science. Ultimately this research will accomplish two important aims: it will inform the design of the PEEP family engagement intervention model, and, more broadly, it will build practical and theoretical understanding of: 1) effective family engagement models in science learning; 2) the types of supports that families and home educators need to implement these models; and 3) how to implement these models across different home visiting programs. Given the reach of the home visiting programs and the increasing interest in supporting early science learning the potential for broad impact is significant. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
DATE: -
TEAM MEMBERS: Sonja Latimore Marisa Wolsky Megan Silander Borgna Brunner
resource project Public Programs
Situated within the Advancing Informal STEM Learning program, this Research in Service to Practice award seeks to design, implement, and evaluate an intervention aimed at fostering a culture of productive failure practices. The project responds to a broad concern in educational research and practice: Experiences of failure are frequently so negative that students shut down, lose agency, and develop low self-efficacy and learned helplessness. Surrendering too quickly to obstacles is particularly unfortunate, given evidence that initially "getting it wrong" ultimately breeds deep and sustained learning. In order to learn how students can make the most of productive failure, the proposed project will study how a community of practice that includes middle school youth and their mentors attempts to change its handling of learning obstacles. Building on prior research documenting storytelling practices in an afterschool program, the team now aims to embolden young students' productive practices of failure storytelling in computer science, a field in which experts practice candid, pervasive, and collaborative discourse around errors ("bugs"). Pulling together the domains of narrative analysis, meta-cognitive reflection, and control theories of motivation, within the context of authentic computer-science debugging activity, this study develops a theoretical framework that views productive responses to failure as a discipline-specific process of reflecting as a community on how to locate obstacles, how to construct causal theories about why those obstacles emerged, and how to plan productive responses. A design-based research approach will investigate three questions: (1) What is the impact of the interventions on students and instructors' actions and discourse when they are debugging errors in computer code? (2) What is the impact of the interventions on students and instructors' reflections back on their prior debugging experiences and on failure in general? and (3) What is the impact of the instructor-development efforts on the instructors' capacity to foster students' productive attitudes toward failure? The study focus will be 15 summer and weekend coding workshops with 5th-8th grade students from populations typically under-represented in STEM. The interventions are (a) setting new norms and practices for debugging, (b) instructor education, and (c) coding software that provides students with feedback on their productive struggle. Data sources include video and audio recordings of the learning environment, artifacts produced during the activities, and semi-structured interviews. Measures will capture variations in debugging activities, reflections on debugging, students' ideas about grit and growth mindset, and instructors' struggles and successes with the new curriculum. The empirical results will consist of mixed-methods, micro-longitudinal accounts of how a community of practice works to reform its orientation to failure. The products of this work include empirical knowledge, theory, and curriculum about how learning communities help students develop robust and efficient responses to failure. These will be disseminated through journals, open-source software, and workshops/conferences for researchers and practitioners working with youth afterschool programs. The products may be useful for exploring practices in the classroom. This project is being conducted by the 9 Dots Community Learning Center, UCLA and UC Berkeley.
DATE: -
TEAM MEMBERS: Melissa Chen Dor Abrahamson Noel Enyedy Francis Steen David DeLiema
resource project Public Programs
Adult education beyond K-12 and postsecondary levels is very important as this citizenry group is often the policy and decision makers in local communities, as well as for state and federal issues that impact the Nation. Moreover, they are responsible for advising their progeny on a myriad of choices. This project will plan, execute, and promote four annual public lecture events, working with a professional educational evaluation expert to develop an appropriate assessment tool for adult learners in the structured informal learning environment of a science café. These planned events will be used to test and refine an assessment tool for making this work widely available to the community of informal science practitioners and researchers. Further, this project is a pilot for epitomizing the use of science cafés to address the learning needs of unique citizens of Richmond, Virginia. The project is committed to including under-represented citizens including Veterans with disabilities. The evaluation and research efforts will validate the education mechanisms so science cafés can be more effective in the future. 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 project is a collaboration that includes Virginia Commonwealth University (VCU), Rockman et al (an evaluation firm), Science Pub RVA (Science Pub RVA is a long-running and award-nominated Richmond, VA science café), Carver Community Partnership, East District Family Resource Center, VCU Partnership for People with Disabilities, VCU Department of Rehabilitation Counseling, VCU Medical Center, and a variety of other VCU departments. The investigators will conduct a series of science cafés to determine motivation, interests, and best practices for educating the diverse citizens of Richmond, Virginia. The objective of the research is to rigorously analyze the characteristics of participants and cohesively determine the best practices for the effective learning for each person. Further, rigorous evaluation will determine validity of the best and most effective learning practices enabling the project to derive an adaptable model. The investigators' hypothesis is that the participant's knowledge base is derived from the traditional learning which occurred in the K-12 classroom. Thus, in this work, the investigators hope to add to the participant's knowledge base with STS (Science, Technology, and Society) content and enhance the depth and breadth of knowledge and knowledge acquisition. The research scope will embrace an assessment that is based on the three vertices of a triangle composed of cognition, observation, and interpretation, all of which converge on the nature of science, the relevance of science to everyday life, and decision-making behaviors.
DATE: -
TEAM MEMBERS: Karen Rader
resource project Media and Technology
Currently, many young people - especially girls and youth of color - lose confidence and interest in science, technology, engineering and math (STEM) pathways due to a perceived disconnect between their own identity and STEM fields. To address this challenge, Twin Cities PBS (TPT) is implementing SciGirls CONNECT2. This three-year Research in Service to Practice award examines how gender equitable and culturally responsive teaching strategies influence middle school girls' confidence, interest and motivation around STEM studies, and their choices around STEM careers. A set of research-based strategies, called the SciGirls Seven, are currently employed in SciGirls, an NSF-funded informal STEM educational outreach program serving 125+ educational partner organizations nationwide. The goal is to update and enrich the SciGirls Seven, providing educators with a critical, current, and more effective resource to motivate girls in STEM studies and careers. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

Florida State University will conduct a formal research study investigating the hypothesis that STEM programs that use gender equitable and culturally responsive strategies contribute to girls' positive STEM identity development, including their sense of self-efficacy, persistence and aspirations around future STEM careers. This research will include a literature review and a study of girls' STEM identity creation. The mixed methods study will include quantitative and qualitative data collection and analysis measuring changes in students' STEM identity and teachers' confidence in STEM teaching. The quantitative data will come from the student, parent and teacher pre/post surveys. The qualitative research will be conducted via case studies at four sites and the qualitative data will include observations, focus groups and interviews. Girls at all partner sites will create videos that will allow the research team to gather additional insight. The independent firm Knight Williams, Inc. will conduct the project's external evaluation.

The project will work with a subset of 16 current SciGirls partners. These geographically diverse partners will reach youth in all-girls and co-ed informal STEM education programs in a variety of settings. More than half serve Hispanic or other minority populations. The updated strategies will be disseminated to the 2,500 educators within the SciGirls partner network and the 18,800 STEM education organizations of the National Girls Collaborative Project (NGCP) network. Dissemination of the strategies and literature review will focus on the informal STEM education field through publications and presentations, posts at PBS LearningMedia, a free online space reaching 1.5 million teachers and educators.
DATE: -
TEAM MEMBERS: Rita Karl Karen Peterson Roxanne Hughes Alicia Santiago
resource project Public Programs
Young people learn about science, technology, engineering, and math (STEM) in a variety of ways and from many sources, including school, the media, personal experiences, and friends and family. Yet STEM participation and identification by youth are not equal across social, economic, and cultural communities. This project will study a long-term, out-of-school program for high school-age youth, who are from groups under-represented in STEM academics and careers: girls, youth from low-income households, and youth of color. Located in the urban context of the Science Museum of Minnesota, the Kitty Andersen Youth Science Center (KAYSC) engages youth in applying culturally rich STEM content to work toward social justice and community building. Specifically, this project will examine how the learning practices of the KAYSC model support youth in identifying with, engaging in, and participating in STEM. Through studying the KAYSC's STEM Justice model, which centers youth as learners, teachers, and leaders who address critical community issues through STEM, this project will develop resources that informal science educators in a variety of contexts and programs can use to promote positive social change, equity, inclusion, and applied STEM learning.

The Science Museum of Minnesota will use design-based implementation research to study this model. This research will draw on and further the emerging theoretical framework of science capital. Science capital attempts to capture multiple aspects of science learning and application, including science knowledge, social and cultural resources, and science-related behaviors and practices. Empirically developing the theory of science capital has the potential to build concrete understanding of how to address inequalities in science participation. Four teams will work independently and collaboratively to do so: an adult research team, a high school youth research team, a practitioner team, and a co-design team composed of representatives from the other three teams. Research teams will collect data in the form of observations, semi-structured interviews, practitioner activity reports, artifacts, and the experience sampling method. Initial cycles of design will occur at the Science Museum of Minnesota as researchers and practitioners document, analyze, and iteratively design learning practices within the STEM Justice model. In the second half of the grant, the team will work with an external out-of-school time youth leadership site to implement the redesigned model. Participatory research and design methods involving both youth and adults can advance understanding of what makes out-of-school time STEM learning meaningful, relevant, and successful for marginalized youth and their communities. Grounded in culturally and socially relevant, community-based resources and programming, this project will study how leveraging STEM out-of-school time learning connected to social justice can broaden access to STEM as well as develop workforce, and leadership, and STEM skills by under-represented youth. The project also builds staff capacity for promoting equity and access in informal learning settings.

This project is being funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
DATE: -
TEAM MEMBERS: Shannon McManimon Zdanna King Joseph Adamji Aiyana Machado Choua Her
resource project Public Programs
This project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understandings of, the design and development of Science, Technology, Engineering, and Mathematics (STEM) learning in informal environments. Roughly one million refugees resettled in the United States in the past decade, many of whom are school-aged youth. During secondary school, resettled refugee youth are often still developing English language literacy and STEM skills needed for successful postsecondary experiences in the United States. At the same time, these youth bring rich cultural and linguistic resources that they can use as an asset as they grow their STEM skill sets, prepare for future success, and make positive impacts on U.S. society. To promote these assets and engage youth in developing STEM literacy, this after-school program engages these youth in critical STEM literacy development. The project focuses on STEM learning, specifically the relationship between human life and climate, as well as developing youths' STEM identities and agency.

The project will develop and implement a community-based afterschool program that provides resettled Burmese refugee youth with STEM learning experiences. By drawing upon youths' experiences, the program will engage youth in learning about climate science and developing digital stories to communicate with broader audiences. To do so, the team will implement a program that builds on principles of responsive teaching, funds of knowledge, and English literacy development in authentic meaning-making contexts. The project will examine how youth expand their STEM knowledge, develop STEM identities and agency, and develop their expertise in communicating about STEM within and beyond their participation in the after-school program. The research team will explore existing and innovative data collection and analysis methods by drawing on principles of ethnography, video ethnography, mediated discourse analysis, and phenomenological and ethnomethodological analysis of interviews. These analyses will document learning over time in informal STEM learning settings. As there is very little prior research on STEM learning in this population, this project will generate knowledge about how to support STEM sense-making and critical STEM literacy. Furthermore, by testing the designed curriculum and building a partnership with a local community organization, the project will build capacity for broadening participation in informal STEM learning practices.
DATE: -
TEAM MEMBERS: Minjung Ryu Shannon Mary Daniel
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This proposed effort embraces broad participation by the three Ute tribes, History Colorado, and scientists in the field of archaeology to investigate and integrate traditional ecological knowledge and contemporary Western science. The project will preserve knowledge from the Ute peoples of Colorado and Utah, including traditional technology, ethnobotany, engineering and math. Results from this project will inform educational efforts in similar communities.

This project will build on the long-standing collaborations between History Colorado (HC), the Southern Ute Indian Tribe, Ute Mountain Ute Tribe and Ute Indian Tribe, Uintah & Ouray Reservation, and the Dominguez Archaeological Research Group DARG). HC will implement and evaluate a regional informal learning collaboration focused on Ute traditional and contemporary STEM knowledge serving over 128,000 learners through tribal programs, local history museums and educational networks. This project will advance the understanding of integrated knowledge and the role of Ute people as STEM learners and practitioners. This Informal Science Learning project will increase lifelong STEM learning in rural communities and create a replicable model for collaboration among tribes, history museums, and scientists.
DATE: -
TEAM MEMBERS: Liz Cook Sheila Goff Shannon Voirol JJ Rutherford
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. In this project, the primary goal of Geo-literacy Education in Micronesia is to demonstrate the potential for effective intergenerational, informal learning and development of geo-literacy through an Informal STEM Learning Team (ISLT) model for Pacific island communities. This will be accomplished by means of a suite of six informal learning modules that blend local/Indigenous approaches, Western STEM knowledge systems, and active learning. This project will be implemented across 12 select communities in the Republic of Palau, the Federated States of Micronesia - which consists of the four States of Chuuk, Kosrae, Pohnpei, and Yap - and the Republic of the Marshall Islands. Jointly, these entities are referred to as the Freely Associated States (FAS). Geo-literacy refers to combining both local knowledge and Western STEM into a synthesized understanding of the world as a set of interconnected, dynamic physical, biological, and social systems, and using this integrated knowledge to make informed decisions. Applications include natural resource management, conservation, and disaster risk reduction. The project will: (1) demonstrate that the recruitment and development of an ISLT model is an effective method of engaging communities in geo-literacy activities; (2) increase geo-literacy knowledge and advocacy skills of ISLT participants; (3) produce and disseminate geo-literacy educational materials and resources (e.g., place-based teaching guides, geospatial data systems, educational apps, 2-D and 3-D models, and digital maps); and (4) provide evidence that FAS residents use these geo-literacy educational materials and resources to positively influence decision-making.
DATE: -
TEAM MEMBERS: Corrin Barros Koh Ming Wei Danko Tabrosi Emerson Odango
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
DATE: -
TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Websites, Mobile Apps, and Online Media
The Baltimore Symphony Orchestra (BSO), in collaboration with the Psychology Department of the University of Maryland Baltimore County (UMBC) and Octava (a technology company), are conducting a pilot exploratory research project to assess the effectiveness of delivering informal science learning (ISL) to adult audiences through live music in a concert hall environment. The first half of the study is being timed to coincide with the 2016 annual meeting in Baltimore of the League of American Orchestras. Audiences will be introduced to the core idea that symmetry is a central concept both in science and in music, and they will experience these ideas via the orchestral music of pieces such as Aaron Copland's Appalachian Spring and Beethoven's Symphony. No. 5. The project goals are: to test whether and the extent to which informal STEM learning can occur among adults (ages 18+) during live orchestral performances and how the science content may enhance the audience experience; and to develop assessment tools for measuring audience learning and retention of scientific concepts delivered in connection with live musical performances both through interactive technology and through traditional program notes. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

The pilot study will investigate the interaction of key variables related to the audience composition, the learning formats (use of app technology, program notes, or not), and the science concepts. The tablet application technology, under continued development by Octava, presents unobtrusive program notes that act as a concert companion in real time as a concert proceeds. The mixed methods research methodology will produce quantitative and qualitative data using pre- and post-test instruments and focus group interviews. A follow-up questionnaire will be sent to participants six weeks after the performances to ascertain whether what was learned was retained over a period of time. Dissemination of project findings will be to professionals in science, science education and music fields.
DATE: -
TEAM MEMBERS: Jessica Abel Linda Baker Tonya Robles Carol Bogash