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resource research Media and Technology
This report for educators aims to examine the current landscape of adult informal learning using digital technologies. It provides new data on adult use of technology for informal learning and outlines the existing landscape of tools, resources and services which can support this. It aims to develop a shared understanding of the ways in which digital technologies are used for adult informal learning, and how this could be supplemented to enhance and transform adult informal learning in the future.
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TEAM MEMBERS: Cassie Hague Ann Logan
resource research Media and Technology
The Corporation for Public Broadcasting and the Institute of Museum and Library Services—recognizing an opportunity to leverage our shared public service missions— joined forces on a leadership initiative to help public broadcasters, libraries, and museums collaborate on the local level to meet community needs. This initiative resulted in the funding of 20 Community Collaboration projects. The Partnership for a Nation of Learners: Joining Forces, Creating Value report provides grantee success stories that can guide local organizations who would like to collaborate on behalf of their
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TEAM MEMBERS: Dan Kulpinski
resource project Media and Technology
Youth EXPO: Youth Exploring the Potential of Virtual Worlds was a proof-of-concept study to determine if an immersive, 3D virtual environment is an effective medium to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. The project was conducted by the Miami Science Museum in partnership with Goddard Institute of Space Sciences and Goddard Space Flight Center, and implemented with high school students in Miami. The overall goal of the project was to develop a prototype cyber resource to promote awareness of climate change and careers in climatology, in support of NASA’s role in helping youth understand how Earth’s global climate system is changing. YouthEXPO explored the extent to which 3D virtual learning experiences can increase high school students’ conceptual understanding of complex scientific issues related to climate change. This was accomplished through the development of a series of virtual exhibits, YouthEXPO Island, and pilot testing of the exhibition with high school students as part of a broader climate change curriculum. Youth EXPO Island is a series of simulations in an immersive, 3D virtual world environment designed to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. Modules include EarthLab, IceLab, VolcanoLab and SpaceLab, four environmental simulations where avatars can analyze the relationship between global temperature change and a variety of climate factors, learn about remote sensing and field sampling techniques, and explore related careers.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
The NASA Science Research Mentoring Program (NASA SRMP) is an established mentoring program that presents the wonders of space exploration and planetary sciences to underserved high school students from New York City through cutting-edge, research-based courses and authentic research opportunities, using the rich resources of the American Museum of Natural History. NASA SRMP consists of a year of Earth and Planetary Science (EPS) and Astrophysics electives offered through the Museum’s After School Program, year-long mentorship placements with Museum research scientists, and summer programming through our education partners at City College of New York and the NASA Goddard Institute for Space Studies. The primary goals of the project are: 1) to motivate and prepare high school students, especially those underrepresented in science, technology, engineering and math (STEM) fields, to pursue STEM careers related to EPS and astrophysics; 2) to develop a model and strategies that can enrich the informal education field; and 3) to engage research scientists in education and outreach programs. The program features five in-depth elective courses, offered twice per year (for a total of 250 student slots per year). Students pursue these preparatory courses during the 10th or 11th grade, and a select number of those who successfully complete three of the courses are chosen the next year to conduct research with a Museum scientist. In addition to providing courses and mentoring placements, the program has produced curricula for the elective courses, an interactive student and instructor website for each course, and teacher and mentor training outlines.
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TEAM MEMBERS: Lisa Gugenheim
resource project Media and Technology
Mission to Mars engages 6th-8th grade students in the science, engineering and careers related to Mars exploration. The program is led by the Museum of Science and Industry, Chicago, and includes as partners Challenger Learning Centers in Woodstock, IL, Normal IL and three NASA Centers (Jet Propulsion Laboratory, Marshall Space Flight Center, and Johnson Space Center). The project aims to:

Link, via videoconference, urban and rural middle school students from low income communities in an exploration of space science
Develop and launch programs that showcase NASA Center research
Enrich middle school curricula and promote learning about NASA’s space missions with experiences that inspire youth to pursue in NASA-related STEM careers.
Programs and products produced include:

3 videoconference program scenarios that highlight research being conducted at NASA Centers
Pre- and post-event curriculum materials designed for middle school classrooms
Teacher professional development workshops
Communication support for NASA professionals
iPad apps utilized during the program
Since the program launched five years ago, Mission to Mars has served 7,676 students. MSI seeks to provide opportunities for all learners, and works to remove barriers to participation in high-quality science learning experiences. Mission to Mars allows MSI to engage more Chicago Public Schools (where 86% of students are economically disadvantaged) in real and relevant science experiences that may lead to STEM careers.

As MSI’s CP4SMP grant comes to an end, the Museum has committed to continued delivery of the program through 2 Mission to Mars Learning Labs, offered to 6-8th grade school groups visiting on field trips. Live videoconferencing with JPL and Johnson will occur during roughly half of the sessions. Our Challenger Learning Center partners will integrate Mission to Mars activities, materials and iPad apps into their own Mars-themed programs. Together these efforts extend the transformative hands-on science experiences developed under the Mission to Mars grant to a whole new audience of middle school students and teachers.
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TEAM MEMBERS: David Mosena
resource project Media and Technology
The Denver Museum of Nature & Science (DMNS) CP4SMP program, Methods of Increasing Awareness of Comparative Planetology and Climate Science with Science On a Sphere in Museum Settings, intended to educate our audiences about planetary exploration missions, illuminate climate science through comparative planetology, and produce new educational materials, interpretation techniques, and knowledge that facilitate more effective informal education on these themes nationally. DMNS was the lead organization on this program, but collaborated closely with other institutions involved in the Science on a Sphere® (SOS) user community. This program achieved its intentions to: (1) boost literacy in climate science, (2) build awareness of NASA’s space science missions and the relevance of NASA Earth observing satellites to contemporary issues of global change, and (3) evaluate the effectiveness of different modes of employing the SOS system with diverse audiences. We capitalized on our unique combination of scientific expertise in planetary science and spacecraft exploration, our considerable experience in digital media development, informal science education, exhibit design, educational research, and museum evaluation. Over the duration of the project we: (1) developed visually exciting and compelling SOS programming on comparative planetology and climate science using NASA mission data; (2) tested different modes of presentation of SOS to determine how this technology can be best utilized in informal science contexts; (3) investigated how visitors perceive and understand scientific data presented on SOS; and (4) created teacher professional development workshops to reach K-12 formal educators both locally and nationally. The DMNS CP4SMP NASA grant created opportunities to positively impact climate literacy for millions of DMNS visitors over the five-year period.
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TEAM MEMBERS: Scott Sampson Steve Lee Ka Chun Yu Eddie Goldstein Andrea Giron
resource project Media and Technology
A Fulldome Planetarium Show for Space Science: A Pilot Project was designed to immerse and engage middle school students (grades 5-8) in space exploration, comparative planetology and the importance of sustainability on our own planet. Morehead Planetarium and Science Center at the University of North Carolina at Chapel Hill led the project, which involved the development of a 27 minute fulldome digital planetarium show and supporting curricula. The project included advisors from NASA JPL, UNC’s Physics and Astronomy Department and the Wake County North Carolina Public School System. The show draws on discoveries by the Mars Exploration Rovers, Hubble Space Telescope and other NASA missions to compare and contrast geological, atmospheric, and other physical characteristics of the places visited by the show's main characters. The aims of the show are to provide an engaging learning experience that helps students understand the criteria used to classify Solar System bodies and appreciate the environmental conditions needed to support life as we know it. Further, the show aims to communicate why Earth - with a balance of systems and resources found nowhere else - is an "amazing oasis" in our Solar System. The Standards-Based Learning Activities for Middle School support and extend the content of the Solar System Odyssey show by providing clear, detailed ideas for pre- and post- visit lessons. The lessons center on Teaching about Technology Design, Integrating Science and Language Arts, Teaching about Environmental Systems and include science experiments, creative writing and vocabulary exercises, discussion and engineering design challenges. The lessons reference specific NASA missions, and some of the activities are modeled directly after previously produced NASA educational materials. The show and curricular materials have been translated and are available in Spanish.
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TEAM MEMBERS: Todd Boyette
resource project Media and Technology
Climate Change Education produced climate change educational experiences for both professional and general public audiences. In particular, the Science Museum of Minnesota (SMM), in collaboration with NASA Goddard Institute for Space Studies (GISS), University of Minnesota’s Institute on the Environment, and the University of Wisconsin’s Cooperative Institute for Meteorological Satellite Studies (CIMSS), developed new content for SMM’s Earth Buzz online network, developed a climate change educational program for middle and high school teachers, invited audiences of policy- and decision-makers to SMM for climate change discussions, and recruited and mentored a climate change team of high school students through SMM’s Kitty Andersen Youth Science Center. The project goals were to increase the awareness and understanding in target audiences that (1) human activities are now surpass natural processes as driving forces of atmospheric change, (2) the behavior of Earth's atmosphere in the 21st Century will be increasingly determined by humans, and (3) human ingenuity is the key to adapting to and mitigating the climate changes underway. Highlights of the project included organizing and hosting the October 26-28, 2011 City of Saint Paul Climate Change Adaptation Scenario Planning Workshop, which catalyzed climate resilience as a city planning priority, organizing and hosting with Morris A. Ward, Inc. the October 5-6, 2012 Climate Change Science for Minnesota Broadcast Meteorologists workshop which brought together local TV and radio meteorologists with some of the best climate scientists in the U.S., helping to organize and host on November 7, 2013 the State of Minnesota’s first conference devoted exclusively to climate change adaptation, and the adoption by the museum of a public statement on climate change (www.smm.org/climatechange). The project endures although the grant has concluded through the continued delivery of the museum’s Climate Changed outreach program to a wide array of audiences and through the museum’s continued involvement with the many partnerships established during the Climate Change Education project, as exemplified by the museum working with the City of Saint Paul and Macalester College on an upcoming St. Paul Neighborhood Climate Adaptation Workshop and a Worldwide Views on Climate and Energy event (climateandenergy.wwviews.org/).
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TEAM MEMBERS: Paul Martin
resource research Media and Technology
A program that teaches middle-school Latinas to program their own computer games seeks ways of overcoming the growing shortfall of both Latinos and women in IT education and careers.
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TEAM MEMBERS: Jill Denner Steve Bean Jacob Martinez
resource research Media and Technology
The read/write web, or Web 2.0, offers ways for users to personalise their online existence, and to develop their own critical identities though their control of a range of tools. Exerting control enables those users to forge new contexts, profiles and content through which to represent themselves, based upon the user-centred, participative, social networking affordances of specific technologies. In turn these technologies enable learners to integrate their own contexts, profiles and content, in order to develop informal associations or communities of inquiry. Within educational contexts these
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TEAM MEMBERS: Richard Hall
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define “technology” and what that means for marginalized
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TEAM MEMBERS: Erica Rosenfeld