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resource research Media and Technology
From exhibitions to theatrical performances, from fireworks to video games, countless events and ventures have been held all over the world in 2005 to mark the occasion of the World Year of Physics (WYP2005). The year that is drawing to a close has brought physics out into the streets and University campuses, but in a few cases physics has even invaded theater stages and art museums, it has involved musicians and even architects. The worldwide objective was to highlight a science that has more and more need to communicate its close connections with society, its involvement in themes that are
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TEAM MEMBERS: Marzia Mazzonetto Maria Chiara Montani
resource evaluation Media and Technology
The Nanoscale Informal Science Education Network (NISE Network) is a national infrastructure that links science museums and other informal science education organizations with nanoscale science and engineering research organizations. The Network’s overall goal is to foster public awareness, engagement, and understanding of nanoscale science, engineering, and technology. As part of the front-end effort, this report, Part IIB, documents 19 nanoscale STEM programming, media, and school-based projects that have been completed or are in development as of 2005.
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TEAM MEMBERS: Barbara Flagg
resource project Media and Technology
Living Liquid will identify strategies for creating visualization tools that can actively engage the public with emerging research about the ocean's microbes and their impact on our planet. It addresses a critical issue for the ISE field: creating ways for visitors to ask and answer their own questions about emerging areas of science with visualizations. This Pathway project will provide important lessons learned for a future full-scale development project at the Exploratorium's new location over San Francisco Bay, and for informal science educators and other professionals working to create interactive visualization tools using the vast data sets now available. Living Liquid is a collaboration between developers, educators and learning researchers at the Exploratorium, computer scientists at the Visualization Interface and Design Innovation Group at UC Davis, and marine scientists at the Center for Microbial Oceanography Research and Education. The project's research and development process includes a front-end study of visitors' interests and prior knowledge related to ocean microbes, interviews with scientists to identify potential datasets and activities, a survey of candidate visualizations, and a series of prototypes to identify promising strategies to engage visitors with and allow visitors to explore large scientific datasets through visualization tools.
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resource project Media and Technology
Quest, produced by KQED, is a multimedia initiative designed to raise the profile of STEM issues throughout the Northern California region and activate citizens to discuss and investigate them. Led by KQED, Quest is created and maintained by an active consortium of 16 participating informal science education organizations. Based on the successful Quest model, KQED will build on its prior collaborative work to develop regional partnerships with other public broadcasting stations and community-based organizations around the country, making possible a new and innovative partnership in science media production and informal science education. This grant will support a) a growing collaborative of science centers, museums, research institutes, and community-based organizations for editorial development, education outreach, and content creation; b) the production of at least 10 hours of television, weekly radio science news reports, and a dynamic online website that supports and extends the broadcast material; and c) educational resources and professional development workshops. STEM content will encompass research drawn from the physical sciences, life sciences, and earth sciences. Most of the stories will also incorporate content about the technology and engineering used to support scientific endeavors. The KQED Educational Network (EdNet) will administer the community and educational outreach initiatives, including creating viewer/listener guides, developing and delivering workshops, and providing information built around Quest media. Project collaborators include the Bay Institute, California Academy of Sciences, Chabot Space and Science Center, East Bay Regional Park District, Exploratorium, Girl Scouts, Lawrence Berkeley National Laboratory, Lawrence Hall of Science, Museum of Paleontology, Oakland Zoo, and The Tech Museum of Innovation. In expanding the model to regional hubs, Quest will also involve the Coalition for Public Understanding of Science (COPUS), the Encyclopedia of Life, and an array of peer public broadcasting organizations. This project offers a useful and exciting model for public television and radio stations nationally in building community collaborations that advance informal science education. The detailed and informed ways in which the team works with its community partners via multiple platforms are innovative. This proposal builds on prior work in Northern California to explore additional regional partnerships with other public broadcasting stations and community-based organizations, making possible a unique partnership in science media production and informal science education. This project extends reach by developing up to ten regional "hubs" across the country. Evaluation will be conducted by Rockman et al.
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resource project Media and Technology
The Experiential Science Education Research Collaborative (XSci) at the University of Colorado Denver has established a museum educator/theater network of eight museums around the country, pairing larger with smaller institutions. The Association of Science-Technology Centers, the NASA Astrobiology Institute, and the Astronomical Society of the Pacific and several other organizations also are collaborators. The primary audience is informal science educators; secondary audiences are museum and science center visitors. The Science Theater Education Programming System (STEPS) is a technology the allows educators to create their own media-enhanced live theatrical presentations of science programs that include dynamic content, interactive virtual characters, and multiple plot-lines and endings to shows. The initial set of theater programs focus on astrobiology, along with a suite of training programs and communication formats for educators. The STEPS technology allows these programs to be delivered both on site and via outreach, depending on the goals of each organization. An in-depth research component is examining the impact of the project\'s designed community of practice structure utilizing team leadership theory in terms of professional identity construction for participating informal educators. Deliverables include: the museum partnership network, the STEPS system and programs, professional development tutorials and workshops, evaluation of the programs, and research products, among others.
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TEAM MEMBERS: Brad McLain
resource project Media and Technology
The Ross Sea Project was a Broader Impact projects for an NSF sponsored research mission to the Ross Sea in Antarctica. The project, which began in the summer of 2010 and ended in May 2011, consisted of several components: (1) A multidisciplinary teacher-education team that included educators, scientists, Web 2.0 technology experts and storytellers, and a photographer/writer blogging team; (2) Twenty-five middle-school and high-school earth science teachers, mostly from New Jersey but also New York and California; (3) Weeklong summer teacher institute at Liberty Science Center (LSC) where teachers and scientists met, and teachers learned about questions to be investigated and technologies to be used during the mission, and how to do the science to be conducted in Antarctica; (4) COSEE NOW interactive community website where teachers, LSC staff and other COSEE NOW members shared lesson plans or activities and discussed issues related to implementing the mission-based science in their classrooms; (5) Technological support and consultations for teachers, plus online practice sessions on the use of Web 2.0 technologies (webinars, blogs, digital storytelling, etc.); (6)Daily shipboard blog from the Ross Sea created by Chris Linder and Hugh Powell (a professional photographer/writer team) and posted on the COSEE NOW website to keep teachers and students up-to-date in real-time on science experiments, discoveries and frustrations, as well as shipboard life; (7) Live webinar calls from the Ross Sea, facilitated by Rutgers and LSC staff, where students posed questions and interacted directly with shipboard researchers and staff; and (8) A follow-up gathering of teachers and scientists near the end of the school year to debrief on the mission and preliminary findings. What resulted from this project was not only the professional development of teachers, which extended into the classroom and to students, but also the development of a relationship that teachers and students felt they had with the scientists and the science. Via personal and virtual interactions, teachers and students connected to scientists personally, while engaged in the science process in the classroom and in the field.
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TEAM MEMBERS: Rutgers University Carrie Ferraro
resource research Media and Technology
This presentation was shared at the 2014 Association of Science-Technology Centers (ASTC) annual conference. It describes 4 websites designed for informal science education (ISE) professionals, including: InformalScience.org, Relating Research to Practice (RR2P), the Building Informal Science Education (BISE) project, and CitizenScience.org. The presentation ended with questions to the audience asking what might project leaders of these sessions do next with regards to building out online infrastructure.
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TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Kalie Sacco Bronwyn Bevan Sarah Cohn Jennifer Shirk
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
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TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource research Media and Technology
The purpose of this paper is to present a conceptual framework for initiatives focused on supporting learning across settings in the domains of science, technology, engineering, and mathematics (STEM). The conceptual framework emerges from ecological perspectives on learning that suggest a need to consider how learning develops across settings, through a range of supportive interactions and relationships (Barron, 2006; Bronfenbrenner, 1979). The framework presents initial design principles for organizing learning opportunities that connect people to practices in multiple settings. It also
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TEAM MEMBERS: Bill Penuel Tiffany Lee Bronwyn Bevan
resource research Media and Technology
The development and use of the Web by science-technology museums, mass media, and other informal science learning resource centers to enable remote public access to their resources and expand their educational outreach programs has grown enormously over the past decade. Similarly, many "open source" learning and education portals are rapidly growing into major free global lifelong learning resources. At the same time, U.S. student achievement in science in middle and high schools continues to be lag far behind that of students in many developed countries, and many American K-8 science teachers
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TEAM MEMBERS: Ted Kahn
resource research Media and Technology
This paper presents a summary of each of 10 evaluations conducted of NASA educational programs. The paper begins with a table outlining the titles of the evaluations and who conducted them, the date of the report, the evaluation questions, the evaluation design or methods and brief comments on the quality of each report. After the table each report is considered in more depth through an overview of what the evaluation included as well as a critique of the evaluation questions, methods and findings. The paper concludes with an overall commentary on the set of evaluations.
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TEAM MEMBERS: Frances Lawrenz
resource research Media and Technology
Science museums play a role in creating visitor experiences that relate to contemporary issues in science, and in linking audiences to the scientific enterprise and the community of scientists. In the Portal to the Public approach, science researchers are trained by museum educators with experience in inquiry-based learning, and are then given opportunities to translate their current research for museum audiences. Portal to the Public offers one solution to museums seeking to sustain a commitment to delivering experiences that reflect the dynamic pace of research, and the need to connect local
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