Skip to main content

Community Repository Search Results

resource evaluation Media and Technology
The Exploratorium’s livestream of the August 2017 Total Solar Eclipse reached over 63 million people. Live programs in English and Spanish provided an informal learning experience outside the museum. Over 2.75 million people viewed on-demand videos on eclipse science. Sixty major media providers rebroadcast the livestream telescope feed. Edu, Inc. conducted a summative evaluation of the NASA-funded project. The study reveals that the Exploratorium successfully disseminated eclipse science and STEM content through media channels and a mobile app, delivering a museum experience to online
DATE:
TEAM MEMBERS: Douglas Spencer Jediah Graham Doug Pickering
resource project Exhibitions
In March of 2016, a total solar eclipse occurred in the southwestern pacific; and in August of 2017, a total solar eclipse occurred across a broad swath of the United States. The Exploratorium launched a 2.5
year public education program—Navigating the
 Path of Totality—that used these two
 total solar eclipses as platforms for
 sparking public engagement and learning 
about the Sun, heliophysics, and the STEM
 content related to both. These sequential
 eclipses provided an unprecedented
 opportunity to build and scaffold public
 engagement and education. Our strategy was to 
start the public engagement process with the 
2016 eclipse, nurture that engagement with
 resources, activities and outreach during the 17
 months between the eclipses, so that audiences (especially in the U.S., where totality was visible in multiple areas across the country) would be excited, actively interested, and prepared for deeper engagement during the 2017 eclipse. For the August 2017 eclipse, the Exploratorium produced live telescope and program feeds from Madras, OR and Casper, WY. The Exploratorium worked with NASA to leverage what was a once-in-a-lifetime experience for millions to bring heliophysics information and research to students, educators, and the public at large through a variety of learning experiences and platforms.

The core of this project was live broadcasts/webcasts of each eclipse. To accomplish these objectives, the Exploratorium produced and disseminate live feeds of telescope-only images (no commentary) of each eclipse originating them from remote locations; produce and disseminate from the field live hosted broadcasts/webcasts of each eclipse using these telescope images; design and launch websites, apps, videos, educator resources, and shareable online materials for each eclipse; design and deliver eclipse themed video installations for our Webcast studio and Observatory gallery in the months that lead up to each eclipse and a public program during each eclipse; and conduct a formative and summative evaluation of the project. 


These broadcasts/webcasts and pre-produced videos provide the backbone upon which complementary educational resources and activities can be built and delivered. Programs and videos were produced in English and Spanish languages. As a freely available resource, the broadcasts/webcasts also provide the baseline content for hundreds if not thousands of educational efforts provided by other science-rich institutions, schools, community-based organizations, and venues. Platforms such as NASA TV and NASA website, broadcast and online media outlets such as ABC, NBC, CBS, CNN, MSNBC and PBS, as well as hundreds of science institutions and thousands of classrooms streamed the Exploratorium eclipse broadcasts as part of their own educational programming, reaching 63M people. These live broadcasts were relied upon educational infrastructure during total solar eclipses for institutions and individuals on the path and off the path alike.
DATE: -
TEAM MEMBERS: Robert Semper Robyn Higdon Nicole Minor
resource project Media and Technology
Polar Extremes: Enhancing Experiential Digital Learning is an integrated media and research project produced by the PBS science series, NOVA, that will bring polar science to informal learners through traditional storytelling and experiential, digital learning environments. Stark, cold, and seemingly frozen in time, the top and bottom of the Earth feel other-worldly, completely removed from our everyday existence. Yet, nothing could be further from the truth. The Arctic and Antarctic exert profound influence over our entire planet. Disturbances in these icy realms can send transformative ripples around the globe, altering the circulation of the atmosphere and oceans, and affecting every form of life. And although the poles might seem constant and everlasting, they--like our planet--are always changing, with a deep and complex past. NOVA will provide informal science learners access to specialized research happening at the ends of the earth, introducing them to today's scientists exploring the major drivers of the climate, uncovering the deep history of past paleoclimates, or perfecting climate and weather models. The project includes: a 2-hour nationally broadcast PBS documentary (working title Polar Extremes); a NOVA Polar Lab, an experiential interactive learning platform on polar science; and a Polar Exploration Initiative consisting of a 10-part YouTube series, a collection of 360 videos, virtual field trips, and social media reporting "on location" from Antarctica, along with other polar-themed video, radio and digital journalism. It also includes a research program conducted in collaboration with the University of California, Santa Barbara (UCSB) to study how narrative-driven and experiential learning can foster informal learning in polar science across a diverse array of audiences. NOVA, the most popular science program on television, with a robust digital presence, will bring current polar science to millions. NOVA will use a range of media to transport viewers to remote polar locations, to interact with polar scientists, manipulate polar data, or vicariously explore the frozen tundra--using a mix of learning approaches. This project will develop and test the impact of two forms of informal learning: traditional narrative-driven storytelling and active, experiential learning. Both components will be developed through audience research, formative evaluation or pilot testing, and experiments. The overarching goal is to determine the best way to combine and leverage traditional and interactive media technologies to educate the public about polar science. How can these modes enhance learning outcomes? The study uses the Informal Science Learning "strand framework" developed by the National Research Council in Learning Science in Informal Environments: People, Places, and Pursuits (2009). Because different age groups and socioeconomic backgrounds may engage differently with different types of learning materials and platforms, the project components are designed to test a variety of different learning approaches, with different audiences. This study will be one of the first to address the relative efficacy of various forms of experiential education and whether active versus vicarious experiential learning depends on the characteristics of the learners. As engagement technologies continue to evolve, this project will help inform how to best design and apply them effectively. The project will apply these new lessons specifically to present polar research to the public and to offer audiences an opportunity to explore and learn about these remote regions in new ways that bring them to life, make them relevant, and enhance learning outcomes. 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 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. The project has co-funding support from the Office of Polar Programs (OPP).
DATE: -
TEAM MEMBERS: Paula Apsell Lisa Leombruni Julia Cort Hunter Gehlbach
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. 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 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.
DATE: -
TEAM MEMBERS: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
resource research Media and Technology
The Ebola virus disease outbreak in West Africa (2013–2016) claimed over 10 000 lives in less than 18 months. Low levels of familiarity with the disease, ease of transmission, scale of infection, gruesomeness of symptoms, lack of cure and high fatality rate created a global panic. From the perspective of the social psychology of communication and content analysis, this study examines media coverage of the crisis in Africa with a view to unpacking the scientific and non-scientific information that may have framed public understanding of the disease. Findings show that accepting scientific
DATE:
TEAM MEMBERS: Bankole Falade Clare Coultas
resource research Media and Technology
Since 2000, the UK government has funded surveys aimed at understanding the UK public's attitudes toward science, scientists, and science policy. Known as the Public Attitudes to Science series, these surveys and their predecessors have long been used in UK science communication policy, practice, and scholarship as a source of authoritative knowledge about science-related attitudes and behaviors. Given their importance and the significant public funding investment they represent, detailed academic scrutiny of the studies is needed. In this essay, we critically review the most recently
DATE:
TEAM MEMBERS: Eric Jensen David Wright
resource research Media and Technology
A majority of Americans rely on general outlets for science news but more say specialty sources get the facts right about science. This report presents findings from a survey conducted among a nationally representative sample of 4000+ adults from May 30-June 12, 2017. The survey asked about a range of issues from how the public encounters science news and assesses what and who to trust to other ways that people engage with science information in everyday life, including participation in citizen science research projects, hobbies, and consumption of entertainment programming built around
DATE:
TEAM MEMBERS: Cary Funk Amy Mitchell Tom Caiazza
resource project Media and Technology
The Earth and Sky radio series proposes to produce, distribute, market and evaluate 72 compelling environmental radio programs on oceanic and atmospheric topics featuring NOAA scientists, data and information. These programs will air at a rate of 24 programs per year over a three-year period as part of Earth and Sky's regularly scheduled programming to its many affiliates. Earth and Sky will feature this new radio programming on our web site. The programs will be available in both text and a variety of audio formats including downloadable mp3 files, streaming m3u files, and will be available for podcast. The web site will also feature additional information that augments and supports the content of the radio programs, including links to relevant information, encouraging web visitors to delve deeper into a topic area and learn more. Project Learning Tree (PLT) is an award-winning environmental education program designed for teachers and other educators, parents, and community leaders working with youth from preschool through grade 12. PLT will correlate their vast catalogue of existing environmental education curricula to each show. Correlations for each program will be listed next to that show in the dedicated PLT section of Earth and Sky's website.
DATE: -
TEAM MEMBERS: Ryan Britton
resource project Media and Technology
Video has become a key tool for scientific communication because it increases the outreach and impact of projects, furthers scientific research within and across fields of study, and offers an accessible medium to engage the public in the understanding of science. This project supports the expansion of an interactive, online STEM Videohall where hundreds of NSF-funded researchers share their work through brief video narratives and interactive discussion. While the Videohall is accessible year-round, periodic annual Showcase events are used to drive visitors to the site where they can engage with one another, the project investigators and trained facilitators. The Videohall is a multiplier of NSF's investments in individual projects because it allows STEM education researchers to become aware of, and learn from, related work that is funded across NSF programs and directorates, and other federal agencies. In 3-minute video narratives, investigators share ideas, resources, data, evidence of impact, strategies and challenges. The Videohall platform supports open access and is designed to foster communication in ways that scale beyond traditional formats such as academic conferences. Moreover, because the online STEM Videohall is open to the public, it allows STEM investigators to share their work with multiple stakeholder communities including K-12 educators and school leaders, informal educators and community organizations, the STEM industry, education policy makers and families. Finally, because each video narrative is accompanied by a facilitated online discussion thread, investigators have a unique and valuable mechanism for receiving feedback from these various stakeholder communities. The STEM Videohall project is funded by the Discovery Research K-12 program (DRK-12), which seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools. Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects.

This project brings together seven NSF-funded resource centers who work with their respective communities to encourage Principal Investigators to share video narratives of their work through annual NSF STEM Showcase events. Each annual Showcase event presents videos created by 150-230 projects; many of the projects are affiliated with one of the seven resource centers, but others are from projects across NSF directorates and beyond. During a one-week period, Principal Investigators, their project staff, as well as the public at large, are invited to engage in interactive discourse, providing queries, comments, and feedback. Participants also vote for favorite presentations through "Presenters' Choice," "Public Choice," and "Facilitators' Choice," processes. This participant voting system serves to increase engagement and enhances outreach of the event through social media. After the one-week Showcase event concludes, all of the videos along with the related discourse remain available to the public online, who continue to access the Showcase throughout the year. Based on prior pilot work, it is estimated that over the course of a year, over 30,000 visitors, from over 150 countries, will engage with each annual Showcase. Videos from annual showcase events will be shared, reused, and repurposed to create new products with new constituencies. The project includes technical development efforts to iteratively improve its interactive platform, outreach efforts before each annual Showcase event, facilitation of the week-long event, and intensive dissemination efforts. A research component examines the extent of participation on various constituencies, the benefit of participation to projects, and the success of the events in terms of dissemination nationally and internationally.
DATE: -
resource project Media and Technology
Over three years beginning in January 2016, the Science Museum of Virginia will launch a new suite of public programming entitled “Learn, Prepare, Act – Resilient Citizens Make Resilient Communities.” This project will leverage federally funded investments at the Museum, including a NOAA-funded Science On a Sphere® platform, National Fish and Wildlife-funded Rainkeepers exhibition, and the Department of Energy-funded EcoLab, to develop public programming and digital media messaging to help the general public understand climate change and its impacts on Virginia’s communities and give them tools to become resilient to its effects. Home to both the delicate Chesapeake Bay ecosystem and a highly vulnerable national shoreline, Virginia is extremely susceptible to the effects of climate change and extreme weather events. It is vital that citizens across the Commonwealth understand and recognize the current and future impacts that climate variability will have on Virginia’s economy, natural environment, and human health so that they will be better prepared to respond. In collaboration with NOAA Chesapeake Bay Office, George Mason University’s Center for Climate Change Communication, Virginia Institute for Marine Science, Public Broadcasting Service/National Public Radio affiliates, and Resilient Virginia, the Museum will use data from the National Climatic Data Center and Virginia Coastal Geospatial and Educational Mapping System to develop and deliver new resiliency-themed programming. This will include presentations for Science On a Sphere® and large format digital Dome theaters, 36 audio and video digital media broadcast pieces, two lecture series, community preparedness events, and a Resiliency Checklist and Certification program. This project supports NOAA’s mission goals to advance environmental literacy and share its vast knowledge and data with others.
DATE: -
TEAM MEMBERS: Richard Conti
resource evaluation Media and Technology
The Peg + Cat ELM2 project sought to combine robust media-integrated teacher training in both math content and facilitation of classroom and family engagement activities with transmedia resources that parents and children could utilize at home. This cohesive approach resulted in increases in teachers’ confidence in and knowledge about their mathematics instruction, parents’ engagement in activities and conversations with their children around math, and children’s positive and persistent attitudes towards math, as reported by their parents. Taken together, these findings suggest that the Peg +
DATE:
resource project Media and Technology
The project team is developing a prototype of a mobile platform, Zaption, to support teachers in using video clips to enrich learning. The product’s user-interface will allow teachers to easily add annotations to videos, make short video clips that align to topics, and enhance videos with time-linked elements and assessments that appear at the top of each video. In Phase I pilot research, the team will examine whether the prototype functions as planned, if teachers are able to use the prototype for different purposes, and whether students are engaged by the prototype.
DATE: -
TEAM MEMBERS: Chris Walsh