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resource project Media and Technology
The purpose of this Communicating Research to Public Audiences project is to develop a suite of media products to raise awareness about global-warming-induced sea level rise and how scientists study it. The project will focus on Dr. Maureen Raymo's NSF funded research which looks to the Pliocene era thought to be the most recent time in geologic history with a concentration of CO2 in the atmosphere with levels as high as today. The multimedia materials including video footage, photographic images, and audio recordings will be widely distributed on the internet, on kiosks in science centers, and through podcasts. Collaborations with numerous organizations will ensure widespread dissemination of the multimedia materials. Some of the collaborators include Climate Central, a new nonprofit science and media organization; Encyclopedia of Earth, a peer-review, open access electronic reference about the Earth; and Audubon magazine among others. The project will also disseminate its resources through organizations and websites that reach teachers and students in classrooms. Rockman Et Al will evaluate the project impacts conducting both formative and summative evaluations. Focus groups and online surveys will be conducted at various stages providing feedback to the project team as well as a summative evaluation of audience impacts.
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TEAM MEMBERS: Maureen Raymo
resource project Media and Technology
The Ross Sea Project was a Broader Impact projects for an NSF sponsored research mission to the Ross Sea in Antarctica. The project, which began in the summer of 2010 and ended in May 2011, consisted of several components: (1) A multidisciplinary teacher-education team that included educators, scientists, Web 2.0 technology experts and storytellers, and a photographer/writer blogging team; (2) Twenty-five middle-school and high-school earth science teachers, mostly from New Jersey but also New York and California; (3) Weeklong summer teacher institute at Liberty Science Center (LSC) where teachers and scientists met, and teachers learned about questions to be investigated and technologies to be used during the mission, and how to do the science to be conducted in Antarctica; (4) COSEE NOW interactive community website where teachers, LSC staff and other COSEE NOW members shared lesson plans or activities and discussed issues related to implementing the mission-based science in their classrooms; (5) Technological support and consultations for teachers, plus online practice sessions on the use of Web 2.0 technologies (webinars, blogs, digital storytelling, etc.); (6)Daily shipboard blog from the Ross Sea created by Chris Linder and Hugh Powell (a professional photographer/writer team) and posted on the COSEE NOW website to keep teachers and students up-to-date in real-time on science experiments, discoveries and frustrations, as well as shipboard life; (7) Live webinar calls from the Ross Sea, facilitated by Rutgers and LSC staff, where students posed questions and interacted directly with shipboard researchers and staff; and (8) A follow-up gathering of teachers and scientists near the end of the school year to debrief on the mission and preliminary findings. What resulted from this project was not only the professional development of teachers, which extended into the classroom and to students, but also the development of a relationship that teachers and students felt they had with the scientists and the science. Via personal and virtual interactions, teachers and students connected to scientists personally, while engaged in the science process in the classroom and in the field.
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TEAM MEMBERS: Rutgers University Carrie Ferraro
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Media and Technology
This multiplatform media and science center project is designed to engage audiences in humanity's deepest questions like the nature of love, reality, time and death in both scientific and humanistic terms. Project deliverables include 5 hour-long radio programs for broadcast on NPR stations, public events/museum exhibits at the Exploratorium in San Francisco, kiosks in venues throughout the city, and a social media engagement campaign. The audience of the project is large and diverse using mass media and the internet. But the project will specifically target young, online, and minority audiences using various strategies. The project is designed to help a diverse audience understand the impact of new scientific developments as well as the basic science, technology, engineering and math needed to be responsible, informed citizens. Innovative elements of the project include the unique format of the radio programs that explore complex topics in an engaging and compelling way, the visitor engagement strategy at the Exploratorium, and the social media strategy that reaches niche audiences who might never listen to the radio broadcasts, but find the podcasts and blogs engaging. The Exploratorium will be opening a new building in 2013 and will include exhibits and programs that are testing grounds for this project. This is a new model that aligns the radio content with exhibitions, social media, and in person events at the Exploratorium, providing a unique holistic approach. The project is designed to inspire people to think and talk about science and want to find out more. The evaluation will measure the impacts on the targeted audiences reached by each of the key delivery methods. Data will be collected using focus groups; intercept interviews with people in public places, and longitudinal panels. The focus will be on 5 targeted audiences (young adults, families with children, non-NPR listeners, underrepresented minorities, and adults without college experience). This comprehensive evaluation will likely contribute important knowledge to the field based on this multiple-platform collaborative model.
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TEAM MEMBERS: Barietta Scott
resource project Media and Technology
QUEST Beyond Local is a consortium of six public media providers across the country coming together in a unique collaborative structure to foster widespread STEM literacy for general audiences; support formal and informal education outcomes in the sciences; and revive ailing science and environment journalism in the face of its rapid decline. QUEST Beyond Local is built on the success of the local, cross-editorial QUEST model, in which media making professionals from multiple disciplines--radio, television, web, and especially education--collaborate to distribute high-quality content to general and underserved audiences. Two years ago, KQED (serving Northern California) introduced a capacity-building effort with five other public media stations serving markets across the nation: Seattle (KCTS), Wisconsin (WPT/WPR), Nebraska (NET), Cleveland (ideastream), and North Carolina (UNC-TV). On the heels of this pilot process, QUEST Beyond Local will expand production in all markets and focus its multimedia efforts around the theme "Science of Sustainability" so as to achieve maximum effect on critical STEM outcomes in formal and informal education settings, and to foster science/environment literacy among a wide general audience. QUEST Beyond Local is defined by an organizationally and technologically innovative model of content creation: a newsroom structured according to a hub and spoke model; with common branding, technical, and style guidelines; and with a central coordinating and editorial office liaising between local production teams. Under the guidance of this central office, the collaborative seeks to create content with both local authority and national relevance. Building on existing media impact research, and previous research and evaluation of QUEST, research firm Rockman et al will apply evaluation theory to determine: (1) the structures and strategies to a successful STEM collaborative that contribute to a greater understanding of and engagement in science and environment topics; and (2) determine the interests, priorities, and media consumption habits of local and national STEM audiences. Primary project deliverables include three diverse multimedia packages for general and professional audiences, focusing on three main themes and anchored in STEM disciplines. In total, the three packages will include: 18 television segments; 6 half-hour television programs; 20 radio reports; 18 "web extras" (slide shows, maps, etc.); 12 web-based videos; 144 blog posts; 18 education "explainers"; 5 educator trainings; and a comprehensive distribution and social media campaign. All efforts will be supported by at least 18 science community partners, including zoos, museums, aquariums, research centers, and others. Through these efforts, the collaborative seeks to repair the systemic damage done by years of neglect to science/environment journalism--particularly the marked decline in this type of coverage over the last decade. This decline is perhaps related to the observed disconnect between the public and scientific knowledge, despite a demonstrated public appetite for science content and educators' reported desire for more resources and professional development opportunities focused on STEM topics. At a time when an evolving workforce and economy increasingly demand STEM skills and environmental literacy, QUEST Beyond Local will contribute resources to address these challenges.
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TEAM MEMBERS: Sue Ellen McCann Shannon Vickery Kathy Bissen
resource project Media and Technology
The Rutgers Film Bureau in collaboration with the scientists of the LTER (Long Term Ecological Research) project at Palmer will produce a multi-platform documentary project, Antarctic Quest: Racing to Understand a Changing Ocean. This Connecting Researchers to Public Audiences proposal will focus on the scientists who are studying ocean physics, chemistry, biology, and ecology in the West Antarctic Peninsula (WAP), which is the fastest winter warming location on earth. The aim of the project is to promote scientific knowledge about the world's oceans and climate change, inspire interest in scientific careers, as well as train a cadre of next generation film students in the craft of science documentary filmmaking. The project will articulate the research of the Palmer LTER's quest to understand the impact of climate change on the marine ecosystems of the WAP, while involving university students in the filmmaking process. Deliverables include an hour television documentary intended for PBS television broadcast, an online "Antarctic Quest community" created through interactive and interconnected social media, three five-minute educational videos produced for the PBS Learning Media website, and a Digital Media Library to assist Earth science educators. The production team will employ a diverse group of twenty film students from Rutgers University to be involved in the many phases and components of the project. The project is designed to advance the public's environmental literacy. The project will raise awareness of the changes being observed in the world's oceans by illustrating how small changes in the physical conditions in the WAP can have profound impact on marine ecosystems and potentially the entire ocean system. The project will also highlight the significance of innovative new technologies that are revolutionizing research methods as well document the importance of scientific collaboration to understand a complex interdisciplinary problem and the challenges of working in extreme environments. The summative evaluation of the project will assess the effectiveness of the project in meeting its educational goals. By communicating significant scientific research to the public while training a cohort of next generation of science documentary filmmakers, the project will also contribute to capacity-building in the Informal Science Education field.
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TEAM MEMBERS: Oscar Schofield Dena Seidel
resource project Media and Technology
Twin Cities Public Television in collaboration with a committee of STEM media professionals will organize a one-day conference devoted to network building and planning for an inaugural, multi-day STEM Media Producers Conference in 2013 or 2014. Professional organizations and conferences are well-known and effective means of building community and advancing practice within specific fields. Mass media – film, television, radio, and more recently, productions for online/digital platforms – have been a primary component of NSF’s support for informal science education (ISE) for more than three decades, drawing on the skills of an extremely diverse array of professionals. Yet despite the many common issues faced by these professionals and the increasingly cross-platform nature of ISE media projects in the NSF portfolio, at present no formal organization, professional society or annual conference exists for this community. An organization of media producers and a regular, annual meeting will provide a much-needed forum to address issues of training and professional development, facilitate cross-platform collaborations, increase the use of new media technologies, and synthesize evaluations and research into coherent statements of the powerful impact of STEM media – statements that can form the cornerstone of a STEM/ISE media awareness campaign. The event will take place in conjunction with the NSF PI Meeting in March 2012, capitalizing on the momentum generated at a media convening organized by the Center for the Advancement of Informal Science Education (CAISE) in July of 2011. The approximately 30 attendees will include participants in the July Convening and other STEM media professionals, all representing the subfields of Film, Television, Radio, and the increasingly important and diverse Online/Digital field, plus research and evaluation specialists and CAISE staff. The agenda will emphasize the potential of cross-platform collaborations and define a second agenda for a larger annual meeting that will include the larger community of STEM professionals.
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TEAM MEMBERS: Twin Cities Public Television Richard Hudson Joanna Baldwin-Mallory Ari Epstein
resource project Media and Technology
Following on the outcomes of an NSF-funded conference to this project's principal investigator, a team of educators, scientists, and communication experts from the University of Massachusetts Lowell, University of Massachusetts Boston, Hofstra University, the Boston Museum of Science and other professionals is implementing a full-scale development project to investigate the impact of an Out-of-Home Multi-Media (OHMM) exhibit on adults riding Boston's subway system (the "T"). The project's goal is to design, implement, and study the efficacy of an OHMM model for free-choice science learning about our changing climate. A rotating exhibit of twelve specially designed placards, posters, as well as virtual, web-based learning resources linked to the exhibit content will potentially engage over 420,000 adult riders per day along two of the T's four lines. Wireless access throughout light rail systems and the rise of smart phones represent a confluence of factors making an innovative form of engagement possible. The work is positioned to test this new model for informal science education and potentially could be expanded in Boston and into other cities around the country.
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TEAM MEMBERS: David Lustick David Rabkin Jill Lohmeier Rick Wilson
resource project Media and Technology
This two year full scale development project builds on a proof of concept EAGER award. The EAGER award resulted in web-based summaries of peer reviewed STEM education research articles for ISE professionals. The project team will make field-requested adjustments to the Relating Research to Practice (RR2P) Web Resource for ISE Professionals; implement two workshops; and produce 200 briefs and 25-30 synthesis papers. The team members will work closely with CAISE regarding selection of research papers and topics of new synthesis papers. CAISE will make available the synthesis papers during convenings, forums, and other events. RR2P will help build capacity across the ISE field by bringing research to ISE educators, administrators, and others in an accessible manner as well as involving ISE practitioners in the process of selecting topics of interest for the briefs and papers and the manner in which content is disseminated. The project deliverables have potential for building capacity across the ISE field in terms of increasing awareness and understanding of research-based discoveries and increasing effectiveness of teaching and learning.
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resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
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TEAM MEMBERS: Robert Coulter Eric Klopfer
resource research Media and Technology
"Hybrid spaces for science learning" refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Learning science within hybrid spaces can be a fun, engaging, and reflective experience. Further, hybrid spaces are inherently social, facilitating dialogue and social exchange, as well as the construction of knowledge, paralleling the nature of contemporary science. This symposium brings together several research programs that address learning "across contexts" that span classroom activities
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TEAM MEMBERS: Ole Smordal Jim Slotta Tom Moher Michelle Lui Alfredo Jornet
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell