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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Marti Louw Kevin Crowley Camellia Sanford
resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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resource project Media and Technology
This project team will develop and test a prototype of Planet 3, a multi-media online platform to apply real world problems (e.g., pollution, overpopulation) to middle school earth and life science learning. The prototype will include videos, simulations, and games to allow opportunities for students to explore problem sets, collect and analyze data, and draw conclusions. At the end of Phase I in a pilot study with two classrooms, the researchers will examine whether the prototype functions as planned, where teachers can implement the prototype within classroom practice, and if students are engaged while examining real-world problems.
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TEAM MEMBERS: Albert Lin
resource research Media and Technology
The mixed methods randomized experimental study assessed a model of engagement and education that examined the contribution of SciGirls multimedia to fifth grade girls’ experience of citizen science. The treatment group (n = 49) experienced 2 hours of SciGirls videos and games at home followed by a 2.5 hour FrogWatch USA citizen science session. The control group (n = 49) experienced the citizen science session without prior exposure to SciGirls. Data from post surveys and interviews revealed that treatment girls, compared to control girls, demonstrated significantly greater interest in their
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
Learning to See, Seeing to Learn: A Sociotechnical System Supporting Taxonomic Identification Activities in Volunteer-Based Water Quality Biomonitoring is an Innovations in Development proposal to further develop and study a cyber-enhanced informal learning environment to support observational practices and classification skills in a citizen science context. In particular, we focus on the taxonomic ID bottleneck that hampers the acquisition of high-caliber biotic data needed for volunteer-based water quality monitoring efforts.
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resource project Media and Technology
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
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TEAM MEMBERS: NOVA Brooke Havlik
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
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TEAM MEMBERS: National Geographic Society Mary Ford
resource project Media and Technology
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.
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TEAM MEMBERS: Miyoko Chu Rick Bonney Steven Kelling Mirek Riedewald Kate Haley Goldman
resource project Media and Technology
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 project will develop and study a cyber-enhanced informal learning environment to improve observational practices and classification skills among citizen scientists. The project will focus on the taxonomic identification skills needed by volunteers to provide high-quality data for water quality monitoring of local streams, lakes, estuaries, wetlands, and ground water resources. To make the task of identifying freshwater insects easier and more engaging, the project will develop an innovative educational resource, the Macroinvertebrate Identification Training Environment, that will use zoomable high-resolution images, interactive media, and annotations of diagnostic features to improve perceptual skills. The goal is to increase the confidence and accuracy of volunteers engaged in identification tasks, while also increasing the reliability and quality of the data they are generating for purposes of scientific research and conservation efforts. This interdisciplinary design research and development project will use networked gigapixel image technology to create a visual environment where users can move seamlessly from full panoramic views of macroinvertebrates to extreme close-ups, with embedded text, images, graphics, audio, and video at various locations and zoom levels. This system will be developed in concert with a cognitive apprenticeship training model designed through a series of design studies. The design studies will be conducted over a two-year period and will include examination of the distinguishing features of various biomonitoring programs, reviews of existing training materials and strategies, expert performance analysis of professional entomologists, and development of user interface features. Project developers will collaborate with five regional volunteer biomonitoring organizations to engage a diverse set of volunteers in the design process, including rural populations, older adults, urban youth, and the trainers who support them. The project work will consist of four integrated strands of activity: design-based learning research, creation of an entomological teaching collection, cyberplatform development, and the external evaluation of the training system. The resulting Macroinvertebrate Identification Training Environment will be evaluated in terms of its impacts on volunteer accuracy, confidence, and engagement in taxonomic classification activities related to macroinvertebrates. The impacts of the learning system on trainers and volunteer biomonitoring organizations will also be examined.
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resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
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TEAM MEMBERS: WGBH Educational Foundation Brooke Havlik Mary Ann Wojton