NSTA Preschool Blog by Peggy Ashcroft features guest blog post authors, Michelle Cerrone, Gay Mohrbacher, and Megan Silander, who write about using digital media to support children’s interest in science topics, and discuss tips educators can use to support families using media to explore science with their preschool-age children, based on their research and development of the PEEP Family Science series of apps.
A growing body of research points to the importance of engaging children in science from an early age, for both their future trajectories in science careers and school readiness. For some children, preschool provides the chance to engage in meaningful science learning. But, for the 46% of American 3- and 4-year-olds who do not attend preschool, opportunities for science enrichment are limited. For such children, accessing science experiences depends almost entirely on parents. However, many parents have limited experience supporting such learning.
To help these parents and their young
PEEP Family Science is a collaboration among the WGBH Education and Children’s Media teams, Education Development Center (EDC) researchers and staff, and parents participating in programs with two home visiting organizations: AVANCE in Texas and HIPPY in Arkansas. The project aims to foster joint media engagement and hands-on science exploration among diverse, low-income 3- to 5-year-old children and their parents through the development and testing of an app-based science intervention. This report presents the project background, research questions, study method, and findings of the research
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TEAM MEMBERS:
Megan SilanderMichelle CerroneLeslie CuellarLindsey HiebertJennifer Stiles
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.
The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:
Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.
With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
Production of a mobile-optimized website, a walking tour, and a museum exhibition exploring the history of underground and submerged sites in downtown San Francisco and the Bay.
The Exploratorium seeks support for the production and distribution of San Francisco's Buried History, a project that uses digital technology to engage the public in a physical and virtual exploration of the urban history of Downtown San Francisco. Specifically, Buried History uses a mobile-optimized web site, a walking tour, and accompanying museum exhibit to explore seventeen underground sites that provide fascinating clues as to how the landscape was used and altered over time, as well as to how past inhabitants of the area lived, worked and died. The project will prompt the public to become curious about the rich historical and cultural information right beneath their feet, and the story that information tells of how and why human activity transformed the landscape of San Francisco. In doing so, Buried History will engage users in adopting a more nuanced sense of place—encouraging its audience to learn from historical insights while developing perspectives on contemporary issues.
Implementation of a permanent exhibition, on-line content, educational materials, and public programs exploring the history and cultural impact of video games.
Through the design, fabrication, and implementation of a 24,000-sq. ft. permanent, long-term gallery—tentatively entitled Digital Worlds—The Strong National Museum of Play will explore and share the history, influence, and experience of video games as they relate to culture, storytelling, human development, and the broader evolution of play. This gallery, the centerpiece of a transformational museum expansion, will include complementary and cohesive interactive exhibit spaces that showcase the history of video games through: (1) display of rare and unique historical artifacts; (2) use of multiple media formats that allow guests to discover the history of video games and their impact on society and culture; and (3) inclusion of one-of-a-kind interactive experiences that bring the history, art, and narrative structures of video games to life.
Development of an online interactive exhibition of patient and medical practitioner testimonials from six to eight Central Texas communities.
Communities of Care: Documenting Voices of Healing and Endurance is a community-based multimedia storytelling project focusing on illness and healthcare narratives. This project will generate and curate its own archive by asking participants to produce narratives through writing, photography, video, and oral histories.
Production of an immersive website exploring the history, culture, and archaeology of the Giza plateau.
The Giza Project at Harvard University plans to build the full-scale version of its forthcoming public website, Digital Giza. Using the tools of the future to study the past, this free online resource will integrate diverse primary documentation from over 100 years of international archaeological research in Egypt with a scientifically-informed 3D immersive computer model of the whole Giza Plateau, including the pyramids, temples, settlements, and surrounding cemeteries. Through various “digital archaeology experiences,” visitors to the site will engage with new forms of interpretation and story-telling based on Giza materials digitally embedded and clearly contextualized in their original spatial settings. The Giza Project’s ultimate deliverable will be a powerful new online education and research tool for the world community at all levels of expertise: an interactive website and virtual environment encouraging exploration into Egyptological, historical, and broader humanities themes.
This paper explores the possible role of Open Science in the knowledge transfer between research and policy, focusing on its potential use by scientific councillors at Estonian ministries. Qualitative interviews with scientific councillors show that they perceive their role as intermediaries between research and policy and focus their work on improving the quality of research commissioned by their ministry. This process, for them, involves using existing academic articles and datasets to which, however, they lack official access. We show that Open Science can contribute to knowledge transfer
Currently in Spain, there is a political and social debate over the use and sale of homeopathic products, which is promoted mainly by the skeptical movement. For the first time, this issue has become significant in political discourse. This study analyzes the role that homeopathy-related stories are playing in that political debate. We analyzed the viewpoints of headlines between 2015 and 2017 in eight digital dailies (n = 1,683), which published over 30 stories on homeopathy during the three-year study period. The results indicated that the stance on therapy's lack of scientific evidence
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TEAM MEMBERS:
Lorena Cano-OrónIsabel Mendoza-PoudereuxCarolina Moreno-Castro
We explore and discuss the diverse motives that drive science communication, pointing out that political motives are the major driving force behind most science communication programmes including so-called public engagement with science with the result that educational and promotional objectives are blurred and science communication activities are rarely evaluated meaningfully. Since this conflation of motives of science communication and the gap between political rhetoric and science communication practice could threaten the credibility of science, we argue for the restoration of a crucial