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resource research Media and Technology
This funding solicitation for FY2014 in the Advancing Informal STEM Learning (AISL) program at the National Science Foundation seeks to advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; provide multiple pathways for broadening access to and engagement in STEM learning experiences; advance innovative research on and assessment of STEM learning in informal environments; and develop understandings of deeper learning by participants. The AISL program supports five kinds of projects: 1) Pathways, 2) Research in
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TEAM MEMBERS: National Science Foundation National Science Foundation
resource research Media and Technology
This document, released in September 2013, grew out of a Joint Committee of the U.S. Department of Education (ED) and the National Science Foundation (NSF) that was convened to establish cross-agency guidelines for improving the quality, coherence, and pace of knowledge development in STEM education. In this report, the Joint Committee 1) defines the types of ED- and NSF-funded research that relates to the development and testing of interventions and strategies designed to increase learning, and 2) specifies how the types of research relate to one another, and describe the theoretical and
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TEAM MEMBERS: National Science Foundation U.S. Department of Education
resource project Media and Technology
Geosciences Careers for Kids and Parents is a Track 1 program by Jim Metzner Productions (JMP) that uses its current communication platforms - the Pulse of the Planet (PoP) radio programs and website and the Kids Science Challenge website - to involve upper elementary children and their parents/caregivers and other adults in learning about geosciences research and careers. JMP's award-winning PoP radio program, which reaches 1,000,000+ listeners weekly, profiles geoscientists and encourages parents to involve their children in the geosciences. The PoP companion pulseplanet.com website provides podcasts of past radio programs and additional resources for engaging learners in the geosciences. On JMP's Kidsciencechallenge.com website, children (8-13 years of age) will find "kid friendly" profiles and videos of geoscientists and their careers, rich resources and interactivity on the sciences and further career activities, presented as part of a project that has already actively engaged thousands of children in learning about and "doing" science. The Pulse of the Planet and Kids' Science Challenge websites receive an average of 9,600 page views daily. PBS television's The News Hour and the PBS education site will feature our video segments on geoscientists featured in PoP programs.
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TEAM MEMBERS: Jim Metzner
resource project Media and Technology
This CRPA project produced a human-like avatar exhibit for the Orlando Science Center that verbally communicates with middle and high school grade visitors, engaging them in the subjects of computer science, artificial intelligence, and engineering. Human-like characteristics include features to match the demographics of the Center's clientele and verbal communication in the English language. In addition to discussing how avatars are developed and how artificial intelligence works, the avatar image will answer questions from the visitors on selected topics, including subjects from the media models of Avatar and IBM's Watson event on Jeopardy. Considerable planning and research has gone into this project to make sure that the avatar is life-like and can engage in realistic dialog. The avatar images will resemble real individuals who have diverse demographic characteristics in order to enhance the human-computer interface. The system is designed to deal with background noise and antagonistic visitors. Evaluation at all levels (front-end, formative, and summative) will make the exhibit most effective and facilitate the goals of the project which are to inform the target audience on STEM subjects. The desire to have electronic analogs of humans has been a goal for half of a century. This project builds on prior research in this area and is one of the most sophisticated contemporary models in the field. It is anticipated that this work may contribute to future applications in education and assistance for individuals with disabilities. Moreover, engagement with the avatar may ignite curiosity among young visitors and stimulate interest in science careers.
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TEAM MEMBERS: Avelino Gonzalez Ronald DeMara
resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
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TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource evaluation Media and Technology
In August 2011, nine months prior to the theatrical premiere of Otter 501, Sea Studios Foundation launched the Otter 501 Facebook page in an effort to reach and engage audiences through social media. Initially, Sea Studios organized for Katie Pofahl, the film’s human star and narrator, to author posts and respond to visitor comments about the forthcoming film and related topics. Subsequently, with the theatrical premiere of Otter 501 in May 2012, viewers of the film then had an opportunity to watch the character Katie post updates and respond to comments on her “virtual” Facebook page
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TEAM MEMBERS: Sea Studios Foundation Valerie Knight-Williams Divan Williams Gabe Simmons
resource research Media and Technology
The authors provide an analysis of pairs of children interacting with a multi-touch tabletop exhibit designed to help museum visitors learn about evolution and the tree of life. The exhibit’s aim is to inspire visitors with a sense of wonder at life’s diversity while providing insight into key evolutionary concepts such as common descent. The authors find that children negotiate their interaction with the exhibit in a variety of ways including reactive, articulated, and contemplated exploration. These strategies in turn influence the ways in which children make meaning through their
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TEAM MEMBERS: Northwestern University Pryce Davis Michael Horn Laurel Schrementi Florian Block Brenda Phillips E. Margaret Evans Judy Diamond Chia Shen
resource research Media and Technology
The Internet is a growing source of open educational resources (OERs) focused on Science, Technology, Engineering, and Math (STEM). These STEM OERs are not only shared openly and free for all to use, but often provide licenses that permit modification and reuse. Educators must have access to tools that pinpoint valuable resources while avoiding substandard ones. The authors discuss how multiple information sources, user communities, and online platforms might be coordinated to craft effective experiences in digital-rich learning environments.
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resource project Media and Technology
The institution is The Ohio State University at Lima, the university partners are the University of North Carolina at Greensboro and Fayetteville State University. It's About Discovery is a unique partnership to engage students and teachers in critical thinking skills in STEM content areas. The Ford Partnership for Advanced Studies (PAS) new science curriculum is the foundation for the project which will include over 700 students and 20-25 teachers. While the primary focus is on students, throughout the life of the project all teachers will participate in professional development focusing on the PAS units to ensure the quality teaching and understanding of the content. Technology will be integrated throughout the program to enable students to create inquiry based projects across state lines and for teachers to continue their professional development opportunities. Community partners will serve as mentors, host field trips, and engage in on-line conversations with students. An interactive website will be created for both teachers and students. The focus is on 8th grade science as it relates to STEM careers, 9th grade physical science and 10th science and mathematics. We are implementing a new Ford PAS curriculum module, Working Towards Sustainability, which comprises of four modules: We All Run on Energy, Energy from the Sun, Is Hydrogen a Solution? and The Nuclear Revolution. Teachers across states will engage in a new professional development model. Students will create projects through on-line conversations. A website will be created for project participants and the ITEST community. These hands-on, inquiry-based learning experiences engage students and prepare and encourage them to pursue science, engineering, and technology in high school and beyond. All PAS curricula use real world experiences, open-ended problems and result in real world applications. Assessments are on-going and inquiry driven. Teamwork and on-line resources and research are built into the curriculum design. The evaluation consists of a multi-method pre-post design. Teachers complete a Pre Survey at the beginning of the program and then again at the end of the school year. Students complete a Pre Survey at the beginning of the school year and a post survey at the end of the school year. In addition, teachers share students' scores on curriculum assessments completed throughout the year, including student scores on the Comprehensive Adult Student Assessment System's (CASAS) Assessment of Critical Thinking in Science writing tasks.
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TEAM MEMBERS: Dean Cristol Christopher Andersen Lynn Sametz
resource project Media and Technology
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS: Annette Schloss Kerry Handron Carolyn Sumners
resource project Media and Technology
The University of Massachusetts Lowell conducted 1.5-day conference in the fall of 2011, titled "Learning on the Go: Using Out-of-Home Media to Communicate Climate Science." The conference, held at the Lowell Inn and Conference Center, brought together approximately 125 professionals and students in climate science, communications, out-of-home media, social science, informal and formal science education, and educational psychology with the goal of exploring opportunities for applying out-of-home media to communicating science to the public, with a particular emphasis on climate change science. "Out-of-home media" is defined as any type of communication that reaches individuals while they are out of the home, including mobile media, billboards, mass transit placards, posters, etc. The intent was to consider how informal science education and its impacts on learning can be expanded via the adaptation of such media to the goals of ISE. Conference proceedings and podcasts of keynote sessions will be made available on a conference Web site. Conference evaluation will be conducted by Arbor Consulting Partners.
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TEAM MEMBERS: David Lustick Jill Lohmeier
resource project Media and Technology
Exploring the Euteleost Tree of Life represents the education and outreach of the Euteleost Tree of Life assembling the tree of life research grant (NSF DEB Grant No. 0732819; PI: Ed Wiley) it includes a curriculum activity and a interactive fish tree. Investigating a Deep Sea Mystery, a curriculum module for high school and undergraduate students follows the research of project collaborator Dave Johnson (Smithsonian Institution) to explore deep sea fish phylogeny. The module includes an investigation of What is a fish?, fish anatomy and morphology, and how different lines of evidence (morphological and molecular) can be used to study evolutionary relationships. A fisheye view of the tree of life is a web module featuring an interactive fish tree of life highlight with a series of mini-stories Web material is still in the early stages of development, and will include a splash page with a simplified clickable fish tree through which the different.
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TEAM MEMBERS: Edward Wiley Teresa MacDonald