Red Hills Studios proposes to design and develop BioArcade, a suite of online biology games for youth ages 9 to 13. Unique to the field of educational games is the specialized and innovative modding feature that Red Hills Studio will develop. Modding will allow learners to create their own customized versions of BioArcade games for dissemination to other learners. BioArcade games are intended to encourage extended game play and motivation for learning key biology concepts through exciting interactive game modules developed by a leading group of game developers and science content experts. The underlying educational and scientific framework for BioArcade will be developed collaboratively with Co-PI, Dr. Janis Cannon-Bowers at the University of Central Florida and Roger Bybee at the Biological Sciences Curriculum Study (BSCS), along with the projects Scientific and Design Advisory Boards. The project will rigorously evaluate modding as a potential new approach in game design. The modding innovation will be studied in a three-condition randomized controlled trial to determine its effectiveness in promoting deep exploration of scientific concepts and increased knowledge gain. Results of the study will be disseminated to the informal learning community through peer-reviewed educational journals, papers, and presentations at science education and game conferences. Extensive formative and summative evaluations, conducted by Knight Williams Research Communications, will provide valuable insight and assessment of the game design approach for science content learning in informal venues. BioArcade will be widely disseminated daily to millions of young learners online through PBSKids: www.pbskids.org/
Glaciers: A Chronology of Climate Change is a CRPA project that seeks to explain the historical cycling of glaciers in the context of climate change. By using chemical isotopes (Beryllium 10), the age of rocks that have been covered with glacier ice and exposed to sunlight later can be determined fairly accurately. Through this method, the glaciation cycles have been determined for the last 70,000 years. In collaboration between the Lamont-Doherty Earth Observatory at Columbia University and the American Museum of Natural History (AMNH), this project is designed to impact adult audiences, youth in grades 6th-12th, and teachers writ large. The research results shall be expressed via an eight-minute high definition film for large screen viewing in the \"Science Bulletins\" section of the AMNH and the affiliated museums. A rigorous front-end evaluation will be used to inform the presentation and assess audience impact. Subsequent formative evaluations are designed to measure the learning impact of the film and the retention of longer term concepts. It is anticipated that more than 700,000 individuals will have access to current, scientifically accurate data and related information on glaciation cycles and climate change through the educational film and website. Materials will be easily accessible to teachers and the film will be closed captioned in both English and Spanish.
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Joerg SchaeferGeorge DentonMichael Kaplan
The idea that there are models in existence for electricity and how to improve its generation and utilization is an important quest in light of our resources. This CRPA project will stimulate the target audience\'s thinking by describing the relationships between electricity, nanoscience, and superconductivity. An audience of 4th-8th graders, parents, and teachers will come away from watching the video with a new sense of science and its possibilities. This project is a collaboration between physics faculty, educators at the University of Kansas Natural History Museum, a communications professional, and the Bazillion Pictures of Kansas City, Missouri along with independent evaluators. An animated video of 8-10 minutes is intended to engage, entertain, and provoke thought on how electricity works and how it could be used/generated in nano-molecules to derive superconductivity. Most individuals turn on the electrical switch and use the result without the slightest understanding of how electricity arrived at the switch, how it was generated and what resources are needed for it to be there at the "flip of a switch." Further, most do not consider or have sufficient background knowledge to understand how the efficiency and use of this resource might be improved. This project could bridge this gap which if successful would be highly transformative in the public understanding of science.
SciGirls is a multimedia project designed to encourage and empower more girls to pursue careers in STEM. It is a bold and unique experiment--the first television series on PBS designed specifically for girls aged 8-13. The approach is based on the findings of prior gender research. The television show and the Web site are integrally linked. Episodes are available for distribution on many of the newest digital platforms, e.g., Vimeo and iTunes for downloads, free of charge. SciGirls launched in February 2010 and reaches over 80% of the country. This project will support further research and development to advance SciGirls' online and outreach activities. Specifically, the deliverables include: (1) enhancement of the SciGirls website on pbs.org; (2) maintenance of the SciGirls Educator Networks and outreach to new partners; and (3) R&D on other media platforms. The project's two strategic partners are the National Girls Collaborative Project (NGCP) in Seattle and The Franklin Institute in Philadelphia. The NGCP links SciGirls with its network of 500 community-based science programs for girls, and The Franklin Institute coordinates an affiliate network of science museums to implement SciGirls' outreach activities. The project will also work with the Girl Scouts of America's new "Girl Scout Leadership Experience" program, which emphasizes STEM learning. The most significant web component is a social networking feature that allows girls who are interested in science to connect with peers across the nation. To date, there have been over 300,000 unique visitors and 20,000 registered "SciGirls."
This CRPA project seeks to inform Tennessee residents about STEM research that is occurring at Vanderbilt University and the scientists that are undertaking this exciting work. Tennessee Explorers is a two-part television series which uses an interview format to present scientists, both as real people and as research professionals. Questions for the scientists include where they grew up, what they did as children, and how they progressed to the stage of being an accomplished scientist. Moreover, each scientist or engineer will discuss their research and associated processes, conveying the exploratory nature of science. Two 30-minute programs will air on Nashville Public Television (NPT) featuring 3 NSF-funded scientists on each show. The programs will be broadcast 10 times throughout the state and will be available online for subsequent use by teachers and the general public. This is a unique collaboration between the Emmy-award winning staff at NPT and university research faculty. It is a true partnership with each contributing their expertise to inform the public about cutting-edge scientific research. Obvious in all of the ideas, there is the undercurrent that youth encouragement will be generated in terms of models and careers to become future scientists. While the intended audience is the Nashville area, affiliated PBS stations will broadcast the interviews across the state reaching an estimated 100,000 individuals in the first year. The television series and subsequent explorer interviews will be made available through the new Tennessee Digital Learning Library, while DVDs will be distributed to schools and science museums upon request. If successful as judged by the extensive evaluation studies, this program will likely be expanded as a national model.
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TEAM MEMBERS:
Keivan StassunCharles ChappellElizabeth Curley
The PBS NewsHour STEM Learning project is a broadcast and online science journalism and informal science education initiative to report breaking science news and cutting-edge STEM (Science, Technology, Engineering and Mathematics) research and researchers to a national audience. The multi-platform project goals are to: (1) increase and improve the knowledge of the audience with respect to science and technology; (2) stimulate the active engagement of the audience with science and technology through interactive tools; and (3)position the PBS NewsHour as a regular destination for in-depth and innovative science reporting; (4) deploy new and creative digital tools to extend the impact of NewsHour science reporting, especially for youth. The PBS NewsHour is produced by MacNeil/Lehrer Productions and distributed by PBS to PBS television and radio stations across the country, five nights per week. This project is informed by an expert advisory board and other consultants. Project evaluation will be conducted by City Square Associates. The formative evaluation in year one will employ focus groups of adults from the general audience and teens as well as a quantitative survey online to determine a benchmark of current science knowledge, attitudes and behaviors. The evaluation in year two will test digital components of the project in a usability lab setting to gather information to help improve the quality and effectiveness of these deliverables. The summative evaluation will administer a tracking study with the same population surveyed in the first year. Deliverables include: a minimum of 26 science documentary reports broadcast per year plus additional in-studio interviews and coverage of breaking science news; a revamped website, notably "Science and Tech To Go"; a weekly STEM interview or report online featuring Hari Sreenivasan or other reporters; additional weekly digital STEM reporting; and an expanded and redesigned outreach program for teens and educators including an innovative, cloud-based student editing and content-sharing initiative in collaboration with several science centers. Six new PBS NewsHour Student Reporting Labs, established in high-need urban schools, will shoot, edit, and post their videos on the web. The PBS NewsHour science reports will be broadcast and featured on the NewsHour iPhone app, as well as disseminated on the NewsHour's YouTube Channel, Disqus and UStream, Hulu.com, with new science material updated daily on the web. The NewsHour is seen by more than 7 million viewers each week, with additional audiences being reached by radio, the Online NewsHour website, podcasts, and other social media. New community-based programs expand the audience farther. The final summative report will outline the impact of the project and identify the strategies and tactic found to be most effective in making use of digital media to support project goals.
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS:
Janet BeissingerSusan GoldmanDaria TsoupikovaBonnine Saunders
The New York Hall of Science, in collaboration with the Tufts Center for Engineering Education, the Learning Games Network, and New York City departments of education and of parks and recreation, is creating and testing two innovative science games to support student learning about frictional force and linear motion. SciGames integrates rigorous, highly motivating, data collection activities conducted in museum and playground settings, with in-depth data analysis and additional scientific investigation in the classroom. The primary goals of the SciGames project are to increase student motivation and interest in science and improve student learning about core physical science concepts. This exploratory project targets underrepresented urban students and their teachers from 20 schools in New York City (NYC) and through its partnership with NYC department of parks and recreation has great potential for scale-up throughout NYC, as well as dissemination to other urban communities. The SciGames model creates experiences for students that build on the positive, fun, free-choice learning characteristics of informal settings; promotes learning through repeated game-like experimentation and play; and supports students' sustained interest and learning in science classrooms where core concepts are formalized. The project is based on four design principles: (1) SciGames turns students' informal experiences into a game, (2) SciGames makes science content an integral part of game play, (3) SciGames generates data for further analysis during game play, and (4) SciGames, through the use of digital apps, supports students inquiring into data back in their classrooms. Researchers are developing the games using rigorous, well constructed, iterative cycles of design, development, testing, evaluation, and revision with different groups of NYC students and teachers. Pre and post data on students\' science learning and affect are being used to inform the design cycles. Over a two-year period, SciGames will produce two science games and associated digital apps, and a portable kit that supports game implementation, data collection and analysis. SciGames is an important experiment, combining the informal, engaging aspects of play with more formal science investigation to encourage and sustain the interest, participation, and learning of underrepresented students in STEM. This project has the potential to transform how we think of and structure science learning for middle school students.
The Golden Gate Bridge Highway Transportation District (GGBHTD), in collaboration with the Consortium of Universities for Research in Earthquake Engineering (CUREE), and in partnership with Princeton University, Stanford University, San Jose State University, the Sciencenter (Ithaca, NY), the Exploratorium (San Francisco), Eyethink, West Wind Laboratory, EHDD Architects, the American Public Works Association, and the International Bridge, Tunnel and Turnpike Association, is conducting a multi-faceted project about the science and engineering of the Golden Gate Bridge and about how public works facilities around the country can potentially become sites for public understanding of and engagement with science and engineering. GGBHTD, which operates and maintains the bridge, ferries and buses, hosts over 10-million visitors annually to their current visitor center at the south end of the bridge (San Francisco), serves an additional 2-million users of their ferries, and hosts a popular Web site (http://goldengatebridge.org/). The project deliverables are scheduled to coincide in 2012 with the 75th anniversary of the 1937 opening of the bridge. Educational products include: outdoor exhibits at the Golden Gate Bridge; exhibits about the bridge on the District's ferries; indoor exhibits at the Exploratorium; an expanded Web site with educational material about the bridge; an international conference in San Francisco around the time of the anniversary about public works as sites for informal science education; educational documents and a professional development program for public works staff from around the country; and a suite of publications for the public and professionals on public works research. The project involves a coordinated evaluation effort. Front-end and formative evaluation activities are being conducted by Inverness Research Associates. Summative evaluation will be conducted by David Heil & Associates.
Hidden Universe is a multi-faceted project built around production of a 2D/3D giant screen film. The goal is to inspire, engage, and excite viewers about the mysterious worlds hidden around us and the science and technology that reveal them. The film will illuminate natural wonders that are invisible to the naked eye, such as objects and processes that are too slow, too fast, and too small to be seen without advanced technologies. It will include nanoscience and microbiology research and developing wavelength technologies such as ultrafast lasers. The project will employ cutting-edge technology to bring arresting footage of micro- and nanobiology to the giant screen to offer audiences (1) deeper understanding of natural phenomena that comes through observation and (2) greater appreciation of modern technology that makes such observation possible. The film story will focus on demonstrating science as inquiry and underscore the crucial link between scientific inquiry and technological advances. The film project will be enhanced with educational outreach materials, professional development opportunities for educators, and an interactive website. Hidden Universe will be produced by the large format team at National Geographic's Cinema Ventures group and its production partner Blacklight Films. The project brings to the table the extensive resources of the National Geographic Society. In addition, the project will partner with a select group of scientific research centers (Chester Carlson Center for Imaging Science at the Rochester Institute of Technology and the Nanobiotechnology Center at Cornell) and leaders in informal education (Boston Museum of Science and Girl Scouts) to extend the reach and impact of the project. The project will add to its list of partners by working with the D.C. Public Schools and Teach for America to find new ways to intersect with teachers and students in underserved areas. The project will employ Multimedia Research and Knight-Williams Research Communications to conduct the project\'s formative and summative evaluations, respectively.
The Oregon Museum of Science and Industry (OMSI) will partner with the City of Portland's Office of Sustainable Development, Metro Regional Government, Portland Community College, Verde, and the Coalition for a Livable Future, to create a series of informal science education experiences on the theme of Sustainability. For this project, sustainability is defined in terms of a triple bottom line of economic, social, and environmental needs. The project responds to calls for broad environmental education of the public in response to environmental crises (such as climate change), and specific research suggesting that even museums that do provide information about such issues rarely help their visitors learn to make the comparisons necessary to make more sustainable choices. For the public audience, the project team will create a 1,500 sq. ft. bilingual (Spanish/English) exhibition to encourage the public to develop skills in making personal choices that affect the sustainability of their community. They will also create 25-40 bilingual cell phone tags that will provide listeners who dial the phone numbers with information, personal perspectives, current STEM research, invitations to contribute ideas or vote on issues, interactive phone-based activities, and links to websites, all in service of helping them make intentional and informed personal decisions on sustainability. The cell phone tags will be located at approximately 100 locations in the Portland area, including predominantly Hispanic neighborhoods, public transit locations, public works, and community projects. The team will also create a bilingual website and will offer quarterly bilingual events at the museum on the topic of sustainable living. For the professional audience, the team will create a set of tools and indicators for assessing the sustainability of exhibit-development processes, using the triple bottom line of financial, environmental, and social impacts. For example, a Green Exhibit Guide will provide resources and a checklist for exhibit development projects, and will propose field-wide standards analogous to the LEED (Leadership in Energy and Environmental Design) rating system for green buildings. Regional workshops will engage exhibit developers, designers, fabricators, and administrators in using the tools in their own institutions. The project will create a coordinated set of resources to inform the public about the science of sustainability and to engage them in making informed choices in their daily lives, both in the museum and beyond. The topic of sustainability is timely and important, and the use of cell phones as a mobile technology linked to web resources and an exhibition constitute an innovative synergy of media to create impacts on a city-wide scale. The project serves underrepresented Hispanic audiences through its creation of bilingual materials, placement of cell phone tags, and community involvement in the development process. Finally, the project advances the ISE field in proposing and broadly disseminating a set of standards for green exhibit design, along with developing resources and tools for assessing sustainability. Created in collaboration with other organizations, this work has the potential to reduce the environmental impact of museums while providing highly visible examples of sustainable practices for visitors.
"Human +" is a collaboration among the New York Hall of Science (NYSCI), NSF Quality of Life Technology Engineering Research Center (QoLT ERC) of the University of Pittsburgh and Carnegie Mellon University, Oregon Museum of Science and Industry (OMSI), and the Institute for Learning Innovation. The project will engage engineers, educators, designers, and people with disabilities in a process of participatory design to create a 2,500 square foot traveling exhibition entitled "Human +". The STEM content is engineering, specifically the extraordinary technological advances being made to enhance human abilities. The project is making three significant contributions to the Informal Science Education (ISE) field: 1) It is a model of close integration of an NSF-funded engineering research center into an ISE project. (2) It engages people with disabilities, both as participants and audiences. (3) It broadens engagement with engineering as a participatory, creative, and socially important ISE undertaking. Project deliverables are: (1) a model for participatory design of ISE activities to generate innovation among engineers, people with disabilities, ISE professionals, and designers; and 2) a 2,500 square-foot traveling exhibition engaging the public in the science, technology, and social issues of human enhancement. Front-end evaluation will be conducted by OMSI to explore pre-existing knowledge and attitudes, integrating significant numbers of people with disabilities including veterans, young people, and older people. Formative evaluation will likewise be integrated with the participatory design process, with prototypes being tested both by audiences and by the core "Human +" participatory design team. Summative evaluation by Institute for Learning Innovation will address both the effectiveness of the participatory design process and the effectiveness of the exhibition in addressing the National Academy for Engineering goals for public understanding of engineering as a creative and socially engaged field. An estimated 700,000 visitors will experience the "Human +" exhibition at OMSI and NYSCI. In addition, OMSI will tour the exhibition through its extensive and diverse network of science centers, with 24 science centers having expressed interest as potential host sites. The Science Friday webcast/podcast will reach an estimated 1.3 million listeners. Public audiences will engage in the topic of engineering and better understand its importance to human existence through experiencing one compelling research area. The project team will work with the Veterans Administration and DARPA to engage veterans with disabilities both as participants and as audiences. The exhibit with its human-focused content will also stimulate interest among older adults and promote the engineering field to groups underrepresented in engineering such as people with disabilities, girls, and minority youth. The project places cutting-edge technology and engineering practice in a profoundly personal context. "Human +" will contribute to the empowerment of the great majority of people who have, or will have, disabilities during their lifetime and for those of us who care for people with disabilities.