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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 study why (or why not) young career adults, aged 18-35 engage with the PBS NewsHour science content via broadcast and/or online avenues to advance their STEM knowledge and skills. This age group has shifted away from viewing traditional broadcast news media and increasingly looks to social media channels for science content. Multiple layers of STEM digital content delivered across multiple platforms (including social media) will be used to identify the attributes that engage and motivate these 18-35 year olds. Deliverables include 12 broadcast segments each year with STEM research coverage and a range of transmedia efforts (e.g. additional formats distributed via Instagram, Vine, YouTube, etc.) for testing with the target audience. A complementary component of the project will be an apprenticeship program in which each year five college age students from journalism schools join the professional reporters at the NewsHour to produce STEM content using new and innovative strategies engage to 18-35 year olds. The PBS NewsHour broadcast is currently viewed by 1.4 million adults each night and the website has 2.6 million unique visitors each month. The research will attempt to define the learning ecologies of 18-35 year olds using psychographic profiles and case studies to illustrate the range of science learners including those in underrepresented groups. The first research component uses a quantitative approach to assess the reaction of the early career adults to the 12 STEM broadcast segments in their original form and after repackaging for social media. A control group audience will watch the original broadcast of each STEM segment and respond to an online questionnaire that will establish how viewers use and/or pass on STEM content and to whom. The test audience will view the content that has been repackaged and presented on a different media platform responding to the same online questionnaire and allowing comparisons of the two groups. The second research component will focus on the college-age journalism apprentices and use participatory action research. The apprentices will collect data about their experiences and reflect on their contributions to STEM reporting. The third research component will be an ethnographic study of the post-production and editorial teams at the PBS NewsHour using focus groups to elicit feedback and evaluate their metacognitive thinking about how to produce stories for early career adults. Data will be collected and analyzed from three groups: early career adults 18-35 years of age; journalism apprentices; and the PBS NewsHour editorial teams. Overall the research will provide new knowledge about producing and distributing digital STEM media that engages and impacts early career adults.
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resource project Media and Technology
Capitalizing on the appeal of the PBS KIDS project PLUM LANDING, PLUM RX will research and develop resources to help families and educators infuse environmental science learning into outdoor prescription programs, while ensuring they are appropriate for broad use in other informal settings. The growing outdoor prescription movement is designed to increase the amount of time children spend outside in nature. Programs are structured so that health care providers write "prescriptions" for children to engage in outdoor activity, and informal educators "fill" these prescriptions by facilitating youth and family participation in outdoor activities. There is preliminary evidence that these programs are getting kids outside, but best practices for transitioning "get outside" programs to become "get outside and learn about the environment" programs remain unidentified. PLUM RX is designed to build this knowledge and create resources that are responsive to the needs of both English and Spanish-speaking urban families. The project will work with informal educators and families through multiple cycles of implementation and revision, testing and refining PLUM LANDING resources (animations, videos, games, hands-on science activities, and support materials for informal educators and families), with the goal of designing an effective and accessible PLUM RX Toolkit for national dissemination. 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 (Science, Technology, Engineering, Mathematics) learning in informal environments. The proposed research is designed to ensure that the PLUM RX Toolkit--the resources and support materials--will meet the needs of educators working in non-specialized urban settings. Education Development Center (EDC) and WGBH developers will collaborate on design-based research at three urban outdoor prescription programs serving low-income families: Philadelphia Nature Rx in Philadelphia, PA; Outdoors Rx in Boston, MA; and Portland Rx Play in Portland, OR. Moving through cycles of implementation, observation, analysis, and revision, the research team will work closely with educators, families, and developers to determine how the programmatic and structural features of the learning environment, the actions of the educators, and the intervention itself can most effectively support children and families' outdoor exploration in urban contexts. Toolkit materials will include resources for kids and families (including Spanish-speaking families) and informal educators (including those who work with families and directly with children in out-of-school settings). Directors from the three urban outdoor prescription programs will contribute to every phase of the research process, including recruiting families and youth who will participate in a weekly sequence of activities. The overarching focus of the analysis process will be on systematically describing the interaction between two dimensions of implementation: What happened during pilot implementations, and the factors that constrained or supported implementation as planned; and the quality of what happened, which will be defined with reference to the intended impacts. EDC will use a structured descriptive coding process to analyze the qualitative evidence gathered through interviews and observations during design and testing periods. Products of the research activities will include: a series of formative memos to the development team; a report mapping changes made to PLUM RX Toolkit materials in response to formative input and the intended impact of those changes; and findings regarding commonalities and differences across sites in the interaction of local contextual factors and the implementation success of the PLUM RX Toolkit. Concord Evaluation Group (CEG) will provide independent, summative evaluation of the project. Through this process, PLUM RX will build broader knowledge about how to design educational resources, geared for both families and informal educators, which respond to the unique challenges of exploring environmental science in urban environments.
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TEAM MEMBERS: Marisa Wolsky Mary Haggerty
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 project Media and Technology
The goal of "Communicating STEM -- Applying the Science of Science Communication to Natural History Media Products in Development/Production" is to bring standard methodology for media product development/production into better alignment with evidence-based best practices for science communication. Presentations in the professional development science strand at the Jackson Hole Wildlife Film Festival (JHWFF) conference will be curated to demonstrate how adhering to research-based communication strategies has been proven to increase knowledge retention in a lay audience and decrease instances of audience bias. The strand will present emerging methods for assessing media impact beyond simply the number of viewers, as well as in depth case studies examining evidence for measurable benefits to adopting science communication strategies. By establishing an international cohort of interdisciplinary professionals, and by recruiting ongoing engagement through dissemination of project deliverables through partner organizations and university programs, JHWFF will increase opportunities for cross-industry collaboration and provide media producers, STEM professionals and science communication experts with the resources and network necessary for informed, effective public outreach through natural history and science media products. This conference strand is funded by the Advancing Informal STEM Learning 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. Jackson Hole Wildlife Film Festival (JHWFF) is a premier international industry conference for natural history media professionals. This project will establish a cross-industry, interdisciplinary professional development science strand in the upcoming 2015 JHWFF conference. The goal is to advance interdisciplinary collaborations between STEM professionals, science communication experts, media producers, and students/early career professionals. The strand will explore examples of successful science/media collaborations, and increase discourse on best practices for public engagement at the intersection of STEM research, empirically-proven communication methods, and media content for diverse audiences. The project is divided into two phases: Phase I involves the work at the conference; Phase II will provide free online access to edited videos of program sessions made broadly available through partner organizations and institutions, and promoted via social networking, cohort groups, and online blogs. The collaborating organizations (American Association for the Advancement of Science, LifeOnTERRA, and Participant Media), complemented by a broad group of expert advisors, will extend the capacity of the project, facilitate access to stakeholders, and recruit broader participation in both phases of the project. Dr. Louis Nadelson, Director of the Center for the School of the Future at Utah State University, will conduct external evaluation.
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TEAM MEMBERS: Ru Mahoney Lisa Samford
resource project Media and Technology
The range of contemporary "emerging" technologies with far-reaching implications for society (economic, social, ethical, etc.) is vast, encompassing such areas as bioengineering, robotics and artificial intelligence, genetics, neuro and cognitive sciences, and synthetic biology. The pace of development of these technologies is in full gear, where the need for public understanding, engagement and active participation in decision-making is great. The primary goal of this four-year project is to create, distribute and study a set of three integrated activities that involve current and enduring science-in-society themes, building on these themes as first presented in Mary Shelley's novel, Frankenstein, which will be celebrating in 2018 the 200th anniversary of its publication in 1818. The three public deliverables are: 1) an online digital museum with active co-creation and curation of its content by the public; 2) activities kits for table-top programming; and 3) a set of Making activities. The project will also produce professional development deliverables: workshops and associated materials to increase practitioners' capacity to engage multiple and diverse publics in science-in-society issues. The initiative 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. This project by Arizona State University and their museum and library collaborators around the country will examine the hypothesis that exposing publics to opportunities for interactive, creative, and extensive engagement within an integrated transmedia environment will foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society. These three distinct yet interlocking modes of interaction provide opportunities for qualitative and quantitative, mixed-methods research on the potential of transmedia environments to increase the ability of publics to work individually and collectively to become interested in and involved with science-in-society issues.
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TEAM MEMBERS: Edward Finn Steve Gano Ruth Wylie Rae Ostman David Guston
resource project Media and Technology
On April 25, 2015, a devastating M=7.8 earthquake occurred approximately 80 km to the northwest of the Nepalese capital of Kathmandu. At the location of this earthquake the India plate is converging with Eurasia driving the uplift of the Himalayan mountain range. This RAPID award will enable the expansion and updating of a planned television documentary (The Himalaya Connection) about earth science research in Nepal, Bangladesh, India, and Mongolia from a half-hour to a one-hour show, in order to incorporate the Nepal earthquake and the lessons learned for making the region safer from natural hazards. The earthquakes occurrence provides a rare educational opportunity to increase the impact of new scientific information about earth processes while the disaster remains fresh in the global public consciousness. Using footage of scientists doing field research and related landscape, cultural scenes, and interviews filmed over the past several years under several NSF-funded projects, the producers will build on the opening created by the earthquake and its aftermath to incorporate lessons learned from this event into a deeper understanding of the forces at work and their wider impact on the region, and the scientific research behind this knowledge. Because The Himalaya Connection was already in post production, the film can be revised and completed fairly quickly and distributed soon enough to take advantage of the recent information about Nepal that has been so widespread in the global media. The documentary's primary audience is television viewers watching PBS in North America; the film will also be distributed for international broadcast. The filmmakers are Doug Prose and Diane LaMacchia of Earth Images Foundation, award-winning producers of earth science television documentaries. Activities under this RAPID project will involve post-production, mastering, and distribution of the documentary.
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TEAM MEMBERS: Doug Prose Diane LaMacchia
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource project Media and Technology
The University of Pittsburgh's Center for Learning in Out-of-School Environments, the Carnegie Museum of Natural History, and the Robotics Institute at Carnegie Mellon University are building an open access cyberlearning infrastructure that employs super high-resolution gigapixel images as a tool to support public understanding, participation, and engagement with science. Networked, gigapixel image technology is an information and communication technology that creates zoomable images that viewers can explore, share, and discuss. The technology presents visual information of scientifically important content in such detail that it can be used to promote both scientific discovery and education. The purpose of the project is to make gigapixel technology accessible and usable for informal science educators and scientists by developing a robotic imaging device and online services for the creation, storage, and sharing of billion-pixel images of scientifically important content that can be analyzed visually. Project personnel are conducting design activities, user studies, and formative evaluation studies to support the development of a gigapan technology platform for demonstration and further prototyping. The project builds on and leverages existing technologies to provide informal science education organizations use of gigapixel technology for the purpose of facilitating three types of activities that promote participatory learning by the public--Public Understanding of Science activities; Public Participation in Scientific Research activities; and Public Engagement in Science activities. The long-terms goals of the work are to (1) create an accessible database of gigapixel images that informal science educators can use to facilitate public-scientist interactions and promote participatory science learning, (2) characterize and demonstrate the affordances of networked gigapixel technologies to support socially-mediated, science-focused cyberlearning experiences, (3) generate knowledge about how gigapixel technology can enable three types of learning interactions between scientists and the public around visual data, and (4) disseminate findings that describe the design, implementation, and evaluation of the gigapixel platform to support participatory science learning. The project's long-term strategic impacts include guiding the design of high-resolution images for promoting STEM learning in both informal and formal settings, developing an open educational resource and science communication platform, and informing informal science educators about the use and effectiveness of gigapixel images in promoting participatory science learning by the public.
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TEAM MEMBERS: Marti Louw
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that support envisioning the future of learning technologies and advance what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that shows the possibilities of the proposed new type of learning technology, and PI teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and that allows them to answer questions about how people learn, how to foster or assess learning, and/or how to design for learning. This project is building and studying a new type of online learning community. The WeatherBlur community allows kids, teachers, scientists, fishermen/fisherwomen, and community members to learn and do science together related to the local impacts of weather and climate on their coastal communities. Members of the community propose investigations, collect and share data, and learn together. WeatherBlur is designed to be a new form of knowledge-building community, the Non-Hierarchical Online Learning Community. Unlike other citizen science efforts, there is an emphasis on having all members of the community able to propose and carry out investigations (and not just help collect data for investigations designed by expert scientists or teachers). Prior research has demonstrated important structural differences in WeatherBlur from other citizen science learning communities. The project will use social network analysis and discourse analysis to measure learning processes, and Personal Meaning Mapping and embedded assessments of science epistemology and graph interpretation skills to examine outcomes. The measures will be used to explore knowledge-building processes and the scaffolds required to support them, the negotiation of explanations and investigations across roles, and the epistemic features that drive this negotiation process. The work will be conducted using an iterative design-based research process in which the prior functioning WeatherBlur site will be enhanced with new automated prompt and notification systems that support the non-hierarchical nature of the community, as well as tools to embed assessment prompts that will gauge participants' data interpretation skills and epistemic beliefs. Exponential random graph modeling will be used to analyze the social network analysis data and test hypotheses about the relationship between social structures and outcomes.
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TEAM MEMBERS: Ruth Kermish-Allen Christine Bevc Karen Peterman
resource project Media and Technology
The Next Generation Science Standards (NGSS) identify an ambitious progression for learning energy, beginning in elementary school. To help the nation's teachers address this challenge, this project will develop and investigate the opportunities and limitations of Focus on Energy, a professional development (PD) system for elementary teachers (grades 3-5). The PD will contain: resources that will help teachers to interpret, evaluate and cultivate students' ideas about energy; classroom activities to help them to identify, track and represent energy forms and flows; and supports to help them in engaging students in these activities. Teachers will receive the science and pedagogical content knowledge they need to teach about energy in a crosscutting way across all their science curricula; students will be intellectually engaged in the practice of developing, testing, and revising a model of energy they can use to describe phenomena both in school and in their everyday lives; and formative assessment will guide the moment-by-moment advancement of students' ideas about energy. This project will develop and test a scalable model of PD that will enhance the ability of in-service early elementary teachers to help students learn energy concepts by coordinating formative assessment, face-to-face and web-based PD activities. Researchers will develop and iteratively refine tools to assess both teacher and student energy reasoning strategies. The goals of the project include (1) teachers' increased facility with, and disciplined application of, representations and energy reasoning to make sense of everyday phenomena in terms of energy; (2) teachers' increased ability to interpret student representations and ideas about energy to make instructional decisions; and (3) students' improved use of representations and energy reasoning to develop and refine models that describe energy forms and flows associated with everyday phenomena. The web-based product will contain: a set of formative assessments to help teachers to interpret student ideas about energy based on the Facets model; a series of classroom tested activities to introduce the Energy Tracking Lens (method to explore energy concept using multiple representations); and videos of classroom exemplars as well as scientists thinking out loud while using the Energy Tracking Lens. The project will refine the existing PD and build a system that supports online implementation by constructing a facilitator's guide so that the online community can run with one facilitator.
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TEAM MEMBERS: Sara Lacy Roger Tobin Nathaniel Brown Stamatis Vokos Rachel Scherr Kara Gray Lane Seeley Amy Robertson
resource research Media and Technology
This is the final report of the Open University’s RCUK-funded Public Engagement with Research Catalyst, ‘An open research university’, a project designed to create the conditions in which engaged research can flourish. The report describes an evidence-based strategy designed to embed engaged research within the University’s strategic planning for research and the operational practices of researchers. This programme of organisational change was informed by action research, working collaboratively with researchers at all levels across the institution to identify and implement strategies that
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TEAM MEMBERS: Richard Holliman Anne Adams Tim Blackman Trevor Collins Gareth Davies Sally Dibb Ann Grand Richard Holti Fiona McKerlie Nick Mahony Nick Mahony
resource research Media and Technology
There are a number of places evaluators can share their reports with each other, such as the American Evaluation Association’s eLibrary, the website informalscience.org, and organizations’ own websites. Even though opportunities to share reports online are increasing, the evaluation field lacks guidance on what to include in evaluation reports meant for an evaluator audience. If the evaluation field wants to learn from evaluation reports posted to online repositories, how can evaluators help to ensure the reports they share are useful to this audience? This paper explores this question through
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