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resource project Media and Technology
The goal of this project is to advance STEM education in Hawaii by creating a series of educational products, based on NASA Earth Systems Science, for students (grades 3-5) and general public. Bishop Museum (Honolulu HI) is the lead institution. NASA Goddard Space Flight Center is the primary NASA center involved in the project. Partners include Hawaii Department of Education and a volunteer advisory board. The evaluation team includes Doris Ash Associates (UC Santa Cruz) and Wendy Meluch of Visitor Studies Inc. Key to this project: the NASA STEM Cohort, a team of six current classroom teachers whom the Museum will hire. The cohort will not only develop curricula on NASA earth science systems but also provide guidance to Bishop Museum on creating museum educational programming that best meets the needs of teachers and students. The overall goal of Celestial Islands is to advance STEM education in Hawaii through the use of NASA Earth Science Systems content. Products include: 1) combined digital planetarium/Science on a Sphere® program; 2) traveling version of that program, using a digital planetarium and Magic Planet; 3) curricula; 4) new exhibit at Bishop Museum on NASA ESS; 5) 24 teacher workshops to distribute curricula; 6) 12 community science events. The project's target audience is teachers and students in grades 3-5. Secondary audiences include families and other members of the general public. A total of 545,000 people will be served, including at least 44,000 students.
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TEAM MEMBERS: Blair Collis Mike Shanahan
resource project Media and Technology
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.
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TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling
resource project Media and Technology
The Mars Exploration Exhibit is a new public exhibition designed to provide experiential learning opportunities for students, educators and the public while inspiring greater excitement about space science. The exhibit emphasizes the importance of STEM education and careers through practical application and inquiry-based learning. Space Center Houston, the official visitor center of Johnson Space Center, is creating the new Mars landscape simulation in partnership with the Houston Independent School District and University of Houston Clear Lake. The exhibit will offer interactive science education activities that will be delivered through distance learning and onsite instruction at Space Center Houston. Utilizing research-based practices in both formal and informal learning environments, the project will help to attract and retain students in science, technology, engineering and mathematics. It will also foster life-long learning and enthusiasm toward the promise of space science and innovation. This unique exhibit will enable students and Space Center Houston’s more than 800,000 annual visitors to increase their knowledge of Earth science and apply their learning to the Mars environment. The exhibit will also highlight the role NASA missions serve in scientific innovation. The project will build the capacity of the Greater Houston community and school-based organizations to engage girls, minorities and other underrepresented students in STEM learning. It will offer in-depth science education for low-performing and gifted/talented students, ultimately bridging achievement gaps, increasing student performance and cultivating greater interest in science. Project outcomes will include: a 1,500-square-foot Mars landscape exhibition; interactive video presentations highlighting water recovery and other environmental processes; a standards-based learning curriculum aligned with Texas Essential Knowledge and Skills (TEKS ) and National Science Standards; and a menu of K-12 experiential learning activities focused on water, air, renewable energy and other critical science topics.
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TEAM MEMBERS: Janet Brown Melanie Johnson Paul Spana Meg Naumann
resource project Media and Technology
Across the globe, citizen science projects are becoming increasingly poised to address social and environmental challenges and answer broad scientific questions. Although rapidly increasing in number, these projects need easy-to-use software tools for data management, analysis, and visualization to be successful. This project transforms how citizen science projects unfold locally, regionally, and globally by creating software that supports the full spectrum of project activities. It empowers projects to ask and answer their own local questions while contributing data critical to larger-scale issues. These tools will allow projects to announce training events; track volunteers; create datasheets; enter, review, analyze, and visualize data; publish reports; discover resources; integrate data; and ensure that data are contributed to repositories (e.g., DataONE, NEON, GBIF, HydroShare, and EOL). Tools will be made available to citizen science projects and will be delivered as reusable software elements for use in existing websites; as website features on CitSci.org; and as Application Programming Interface (API) services and mobile applications. The tools will expand the national reach, local appeal, computational abilities, visualization techniques, statistical analysis capabilities, and interoperability of the nations' cyber-infrastructure. Using participatory design and agile methods, the project will: (1) develop reusable software elements that citizen science organizations can embed into their own websites, (2) harden and expand the functionality and capabilities of CitSci.org through new website features, and (3) extend the APIs of CitSci.org and develop associated mobile applications to increase system and tool interoperability. The target user communities will include citizen science project coordinators. It will deliver customizable tools and services related to all project activities and engage projects across a wide array of disciplines. Project coordinators will be able to customize all tools developed to suit their specific project needs. Adoption and use of the tools developed will create a cyber-ready workforce capable of collecting, contributing, and applying high quality ecological, geophysical, social, and human health related observations to solve real-world problems. These broader impacts will help the citizen science community better understand effective models of public engagement to ensure more impactful application of citizen science to societal challenges.
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TEAM MEMBERS: Gregory Newman Stacy Lynn Melinda Laituri
resource project Media and Technology
Living Liquid is a full-scale development project that will develop and research a new genre of science exhibit that engage visitors in inquiry with large scientific datasets through interactive visualizations. Building on findings from a prior pathways project, Living Liquid will develop three interactive visualizations on a multi-touch Viz Table with a tangible user interface. Each visualization will support visitors in the exploration of a dataset provided by the project’s science partners: 1) Plankton Patterns will show how the ocean is defined by regions of microscopic life using data from the MIT Darwin Project; 2) Ocean Tracks will reveal the “highways” large marine creatures travel with data from the TOPP project at Stanford University; and 3) Genetic Rhythms will follow the activity of marine creatures’ genes in response to environmental conditions based on data from the Center for Microbial Oceanography Research and Education (C-MORE). Through an iterative process of collaborative research and development among museum professionals, educational researchers, computer scientists, marine biologists, data artists and interaction designers, this project seeks to: (1) Advance public understanding of ocean ecosystems and large data inquiry skills through the development of a Viz Table. (2) Advance STEM professionals’ knowledge of how to engage the public in inquiry with visualizations through an educational research study. (3) Increase the capacity of STEM professionals (both ISE developers and research scientists) to develop visualizations through a collaborative development process that includes graduate student training and residencies.
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TEAM MEMBERS: Jennifer Frazier Joyce Ma Kwan-Liu Ma
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
This project from the University of Florida proposes to derive and develop a network and community of practice (CoP) among amateur and professional paleontologists across the country. Should this project be successful, it would put together 40 professional Paleontologist with 23 amateur Paleontology clubs across the country. The advantage of this organization would be to facilitate sharing of specimens (digitally on the web), educating each other, and most important, making the public outreach from each club more effective. While each club has specimens, this network would provide access to over 100 million digitized samples. The web-base for this collection will be managed at the University of Florida under the direction of the PI. The research portion of this project will determine what the essential elements necessary are for effective learning between professionals and amateurs and how the CoP enhances amateur learning and outreach efficacy. The project plan includes a centralized organization to initially form the community of practice, call general meetings, publish newsletters and organized a large meeting at the University of Florida in the coming year. Further, the project team will conduct evaluation on how the project is helping members develop and how the organization can be improved. Educating individuals in the field of paleontology is generally a positive experience. This project will facilitate knowledge building among the individual members of the clubs, which will enhance their perspective and enable them to reach out to members of their communities. The project will be evaluated at every level to ensure that the existing clubs are incorporated into the project and new clubs are welcomed and engaged as well.
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resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
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resource project Media and Technology
COASSTal Communities of Science is a citizen-science project whose goal is to increase the scientific and educational reach of a highly successful, action-oriented and rigorous citizen science program - the Coastal Observation And Seabird Survey Team (COASST), by adding a new data module on marine debris that will feature innovative technological approaches including mobile apps and web-based crowdsourcing. The marine debris module will complement an existing module on beached birds, allowing COASST to more completely assess coastal environmental health. For instance, marine debris data, focused particularly on issues of invasive species, harm to wildlife, and debris sourcing, will be immediately useful in marine science and resource management. Once designed and vetted by professional scientists and science educators, the new module will be implemented by citizen scientists in over 100 in-community trainings conducted throughout the COASST geographic range, from northern California to the coast of Alaska, including remote coastal communities with limited access to scientific information. Over 1,000 new participants will join the program, bringing the total number of active volunteers to 2,000 within the 4 years of the project. A complementary social science research component will advance the field of informal STEM learning by focusing on the factors facilitating recruitment and especially retention in citizen science projects, using COASST as a model. The current models of science learning in informal contexts will be extended by bringing them together with conceptual approaches to the development of interest, communities of practice, and activity theory. Research will specifically focus on differences in individual motivation to join COASST; follow participants as they enter the program and eventually become central members of the COASST community of practice; and assess the degree to which individual, programmatic and socio-cultural factors contribute to participant retention. A linked independent evaluation will assess the depth of learning individuals experience as a function the training and materials they receive, and amount and type of data they collect. Both research and evaluation components will utilize pre/post surveys, interviews, and longitudinal journaling.
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TEAM MEMBERS: Julia Parrish Shawn Rowe Eric Fegraus
resource project Media and Technology
The Badges for College Credit project designs and researches: (1) a digital badge system that leads to college credit as the context for investigating how to integrate badges with learning programs; (2) how to assess learning associated with badges; and (3) how badges facilitate learning pathways and contribute to science identity formation. The project is one of the first efforts to develop a system to associate informal science learning with college credit. The project will partner with three regional informal science institutions, the Pacific Science Center, the Future of Flight, and the Seattle of Aquarium, that will facilitate activities for participants that are linked to informal science learning and earning badges. The project uses the iRemix platform, a social learning platform, as a delivery system to direct participants to materials, resources, and activities that support the learning goals of the project. Badges earned within the system can be exported to the Mozilla Open Badges platform. Participants can earn three types of badges, automatic (based on participation), community (based on contributions to building the online community), and skill (based on mastery of science and communication) badges. Using a learning ecologies framework, the project will investigate multiple influences on how and why youth participate in science learning and making decisions. Project research uses a qualitative and quantitative approach, including observations, interviews, case studies, surveys, and learning analytics data, and data analytics. Project evaluation will focus on the nature and function of the collaboration, and on the scale-up aspects of the innovation and expansion, by: (1) analyzing and documenting effective procedures,and optimal contexts for the dissemination of the model and (2) by analyzing the collaboration between informal science organizations and higher education.
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TEAM MEMBERS: Carrie Tzou Karen Lennon Amanda Goertz Gray Kochlar-Lindgren
resource project Media and Technology
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
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TEAM MEMBERS: Bryan Pijanowski Daniel Shepardson Barbara Flagg
resource project Media and Technology
This full scale/collaborative research project targets underserved youth who will collaborate with STEM professionals to co-create community-relevant technology and media content creating a potentially scalable model. App Lab DIY is a collaboration between Youth Radio, the MIT Media Lab's Center for Mobile Learning, and the Mozilla Foundation. There are multiple and well integrated project strategies. Youth working with professionals will design, create, and disseminate original apps that engage users around community issues (e.g. urban wildlife mapping; Community DNA). They will work directly with the MIT Media Lab/Mobile Learning Center to improve App Inventor, an open-source tool. Youth participants will create media content for national on-air and online outlets including NPR. They will design digital badges to validate and document what they've learned creating media and apps. Curricular resources and tools for educators will be created and disseminated to advance STEM learning among underserved youth. Deliverables include: 1) creation of three apps (media-rich, STEM-relevant, community valued) that engage communities; 2) improvements in App Inventor, MIT's open-source tool that democratizes app develop for and by all; 3) radio stories that are integrated with the apps; 4) a multimedia toolkit for informal and formal educators to adapt in their programs; 5) a pilot badging system to mark mastery of skills associated with youth-driven media production and technological innovation; and 6) a research study focusing on the use of app development to drive STEM learning and engagement among underserved youth. Original research will be conducted by an embedded Scholar-in-Residence to inform and advance the field about driving STEM engagement via media/tech innovation. The Scholar-in-Residence will use Participant-Action-Research to inform and improve practice and study the big general questions about how the program works and why. The evaluation will leverage the instruments and methods established in Youth Radio's past NSF grants to study the impact on the youth's skills, knowledge and attitudes. They will also study impacts on two additional audiences: educators using the multimedia toolkit and users of the mobile apps. Approximate 1000 Youth Radio students will participate in the project over the three years through contributions to app development, radio production, and digital badges creation. The multimedia toolkit will be nationally disseminated to STEM educators with a large potential reach.
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TEAM MEMBERS: Ellin O'Leary Elisabeth Soep Harold Alelson teresa chin Kristin Bass