Skip to main content

Community Repository Search Results

resource project Public Programs
The Astronomical Society of the Pacific (ASP) and its collaborators are conducting a set of research and development activities focusing on early childhood astronomy in the first field-wide effort to increase the capacity of informal science education (ISE) institutions to effectively engage their youngest visitors (ages 3 - 5) in astronomy. Leading the project is an Action Research Group comprised of the ASP; experts in cognitive development, early childhood, and astronomy learning progressions from UC Santa Cruz, Cal Poly San Luis Obispo, and Penn State; and the Lawrence Hall of Science at UC Berkeley, Children's Discovery Museum of San Jose, and San Luis Obispo Children's Museum as sites for research, field testing, and implementation. The project will identify critical areas of focus for early childhood astronomy and will test the hypothesis that early astronomy learning is not only possible but may contribute to a more sophisticated understanding of the domain. A key question is: How can the ISE field scaffold children's early curiosity and ideas about astronomy to position them for greater understanding and interest in the topic? The results of the research and the materials that are created for educators will receive broad distribution nationally.
DATE: -
TEAM MEMBERS: Astronomical Society of the Pacific Suzanne Gurton Julia Plummer Maureen Callanan Jennifer Jipson
resource project Media and Technology
Across the globe, citizen science projects are becoming increasingly poised to address social and environmental challenges and answer broad scientific questions. Although rapidly increasing in number, these projects need easy-to-use software tools for data management, analysis, and visualization to be successful. This project transforms how citizen science projects unfold locally, regionally, and globally by creating software that supports the full spectrum of project activities. It empowers projects to ask and answer their own local questions while contributing data critical to larger-scale issues. These tools will allow projects to announce training events; track volunteers; create datasheets; enter, review, analyze, and visualize data; publish reports; discover resources; integrate data; and ensure that data are contributed to repositories (e.g., DataONE, NEON, GBIF, HydroShare, and EOL). Tools will be made available to citizen science projects and will be delivered as reusable software elements for use in existing websites; as website features on CitSci.org; and as Application Programming Interface (API) services and mobile applications. The tools will expand the national reach, local appeal, computational abilities, visualization techniques, statistical analysis capabilities, and interoperability of the nations' cyber-infrastructure. Using participatory design and agile methods, the project will: (1) develop reusable software elements that citizen science organizations can embed into their own websites, (2) harden and expand the functionality and capabilities of CitSci.org through new website features, and (3) extend the APIs of CitSci.org and develop associated mobile applications to increase system and tool interoperability. The target user communities will include citizen science project coordinators. It will deliver customizable tools and services related to all project activities and engage projects across a wide array of disciplines. Project coordinators will be able to customize all tools developed to suit their specific project needs. Adoption and use of the tools developed will create a cyber-ready workforce capable of collecting, contributing, and applying high quality ecological, geophysical, social, and human health related observations to solve real-world problems. These broader impacts will help the citizen science community better understand effective models of public engagement to ensure more impactful application of citizen science to societal challenges.
DATE: -
TEAM MEMBERS: Gregory Newman Stacy Lynn Melinda Laituri
resource project Public Programs
The Exploring Engagement and Science Identity Through Participation is a research project that examines the outcomes of various citizen science models for Public Participation in Scientific Research (PPSR). The investigation specifically targets citizen science projects that focus on relationships between science learning and science identity. A mixed-method, meta-analysis approach will be employed. The two primary goals of the study are to better understand science learning and science identify within PPSR contexts and to develop a valid Participant Engagement Metric (PEM) for use within PPSR contexts. Data will be collected and analyzed from several PPSR projects and over 4,000 PPSR participants. The project will address several research questions: (1) What are the dimensions of PPSR engagement and how can we measure them across different project models? The research for this question will include approximately 50 interviews of participants in six primary projects representing a range of PPSR approaches to develop and validate a Participant Engagement Metric (PEM) that will be constructed from the frequency, duration and intensity of involvement in key activities. The project will use a constant comparative method of data analysis (processing of data as they are gathered in order to compare them with emerging categories. The development of the PEM will be one concrete outcome of the proposed research. (2) Within and among projects, what is the relationship between participant engagement and individual learning outcomes? The project will use validated measures of learning outcomes derived from Learning Science in Informal Environments (NRC, 2009) and developed for the DEVISE project described below. The six measures include: Behavior & Stewardship, Skills of Science Inquiry, Knowledge of the Nature of Science, Interest in Science & the Environment, Efficacy, and Motivation. The proposed research will look at how engagement affects learning outcomes, as assessed by these six measures (science interest, efficacy, etc.). The project will conduct participant surveys in the six participating citizen science projects in addition to several other PPSR projects to test the relationship of the PEM and other measures of activity involvement to the learning outcomes measured by the survey instruments developed and validated through a previous project. The data analysis will begin with univariate summary statistics that will provide an overview of the basic dataset. Inferential statistics including multiple regression analysis will be used to test the relationships among the independent variables (type of PPSR project, demographics), PEM as a mediator variable, and the dependent variables. (3) How does degree and quality of participation in scientific research develop and/or reinforce individual science identity? The project will conduct a 3-year longitudinal study using surveys, a series of in-depth interviews, and on-site observations of 36 participants from the six primary projects to understand the development of individual science identity within PPSR environments over time. Quantitative and qualitative data and findings will be "triangulated" to determine if convergent, inconsistent or complementary results can be identified. The project proposes a strong dissemination plan, using these approaches, to present research in journals, disseminate research briefs, host online forums, and launching various listserves and online forums at the citizenscience.org website.
DATE: -
resource project Public Programs
Indianapolis / City as Living Laboratory (I/CaLL) is a city-wide civic collaboration engaging in cross-sector research that builds on prior research in informal science learning in public settings. It extends research in place-based and service learning traditions, and uses the city itself as an informal science learning (ISL) environment for Science and Engineering for Environmental Sustainability learning outcomes. This project is creating place-based science learning experiences as part of public spaces in Indianapolis and establishes the next generation of urban science museums that increase opportunities for learning. The project will develop a self-sustaining program for art/science collaborations as they inaugurate city-sanctioned changeable installations at I/CaLL sites. Data from the project will be used to inform ISL professionals at museums throughout the community and around the country. Thousands of volunteers and their families will help create I/CaLL spaces, engage with communities, and serve as research participants connecting with science learning through site development. The unprecedented scale of this project provides a full measure of informal science service learning at a city scale, offering data that can change how science learning is measured, how people from all walks of life develop science literacy as part of their social public experience, and embodying the concept of the city as a living science learning lab. Broader impacts include the development of the city as an informal science learning environment that will become a new standard for thinking about what cities as cultural units can become as we build a resilient Science and Engineering culture for Environmental Sustainability.
DATE: -
TEAM MEMBERS: timothy carter Gabriel Filippelli Mary Miss John Fraser
resource project Media and Technology
Living Liquid is a full-scale development project that will develop and research a new genre of science exhibit that engage visitors in inquiry with large scientific datasets through interactive visualizations. Building on findings from a prior pathways project, Living Liquid will develop three interactive visualizations on a multi-touch Viz Table with a tangible user interface. Each visualization will support visitors in the exploration of a dataset provided by the project’s science partners: 1) Plankton Patterns will show how the ocean is defined by regions of microscopic life using data from the MIT Darwin Project; 2) Ocean Tracks will reveal the “highways” large marine creatures travel with data from the TOPP project at Stanford University; and 3) Genetic Rhythms will follow the activity of marine creatures’ genes in response to environmental conditions based on data from the Center for Microbial Oceanography Research and Education (C-MORE). Through an iterative process of collaborative research and development among museum professionals, educational researchers, computer scientists, marine biologists, data artists and interaction designers, this project seeks to: (1) Advance public understanding of ocean ecosystems and large data inquiry skills through the development of a Viz Table. (2) Advance STEM professionals’ knowledge of how to engage the public in inquiry with visualizations through an educational research study. (3) Increase the capacity of STEM professionals (both ISE developers and research scientists) to develop visualizations through a collaborative development process that includes graduate student training and residencies.
DATE: -
TEAM MEMBERS: Jennifer Frazier Joyce Ma Kwan-Liu Ma
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
DATE: -
TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
This project from the University of Florida proposes to derive and develop a network and community of practice (CoP) among amateur and professional paleontologists across the country. Should this project be successful, it would put together 40 professional Paleontologist with 23 amateur Paleontology clubs across the country. The advantage of this organization would be to facilitate sharing of specimens (digitally on the web), educating each other, and most important, making the public outreach from each club more effective. While each club has specimens, this network would provide access to over 100 million digitized samples. The web-base for this collection will be managed at the University of Florida under the direction of the PI. The research portion of this project will determine what the essential elements necessary are for effective learning between professionals and amateurs and how the CoP enhances amateur learning and outreach efficacy. The project plan includes a centralized organization to initially form the community of practice, call general meetings, publish newsletters and organized a large meeting at the University of Florida in the coming year. Further, the project team will conduct evaluation on how the project is helping members develop and how the organization can be improved. Educating individuals in the field of paleontology is generally a positive experience. This project will facilitate knowledge building among the individual members of the clubs, which will enhance their perspective and enable them to reach out to members of their communities. The project will be evaluated at every level to ensure that the existing clubs are incorporated into the project and new clubs are welcomed and engaged as well.
DATE: -
resource project Exhibitions
This three-year research project will study the impact of science center staff facilitation strategies in the area of mathematics learning in a museum exhibit environment. The three main deliverables are: (1) Iteratively developing and refining a theoretical model of how staff facilitation can deepen and extend family mathematical discourse at interactive exhibits; (2) Rigorously testing key components of this model, including the relationship between staff facilitation and the nature of family mathematical discourse; and (3) Providing evidence and research-based tools to support PD efforts for informal STEM educators. The project will leverage the success of the NSF-funded Access Algebra project (DRL-0714634) to advance the field's understanding of socially mediated, informal math learning and identify effective, evidence-based facilitation approaches. The project's research will build from theoretical notion of sociomathematical norms (Yackel & Cobb, 1996), which is currently based on classroom research. A key element of the project will be to determine whether and how, the norms can be applied to informal learning environments. The first phase of the project begins with a qualitative, design-based research (DBR) study to develop a theoretical model of staff-facilitated family math learning, including staff facilitation strategies that support family mathematical discourse and contextual factors that influence that discourse. In the second phase of the project, the team will use an experimental approach to rigorously test the staff facilitation model developed during Phase 1. This mixed-method design will allow the team to both study the complexities of informal math learning and rigorously test causal connections between staff facilitation and the level of family math discourse. Finally, the project staff will provide tools to support PD efforts for informal STEM educators across the country.
DATE: -
resource project Public Programs
The University of Texas at El Paso will conduct a research project that implements and documents the impact of co-generative dialogues on youth learning and youth-scientist interactions as part of a STEM research program (i.e., Work with A Scientist Program). Co-generative dialogues seek to specifically assist with communication and understanding among collaborators. Over four years, 108 11th grade youth from a predominantly (90%) Hispanic high school will conduct STEM research with twelve scientists/engineers (e.g., chemist, civil engineer, geologist, biologist) and undergraduate/graduate students as part of 7 month-long after school program, including bi-weekly Saturday activities for 5 months followed by an intensive month-long, self-directed research project in the summer. Youth will be randomly assigned to experimental groups that include the co-generative dialogue treatment and control groups without the intervention. The scientists and their STEM undergraduate/graduate students will participate in both experimental and control groups, with different youth. Youth will receive high school credit to encourage participation and retention. The PI team hypothesizes that co-generative dialogues will result in improved learning, communication, and research experiences for both youth and scientists. Educational researchers will conduct co-generative dialogues, observations, interviews, and surveys using validated instruments to address the following research goals: (1) To investigate the impact of the treatment (co-generative dialogues) on youth knowledge, attitudes, perceptions of their experience, and their relationships with the scientists; (2) To investigate the impact of the treatment on scientists and graduate students; and (3) To identify critical components of the treatment that affect youth-scientist interactions. It is anticipated that, in addition to providing in-depth STEM research experiences for 108 youth from underrepresented groups at a critical time in their lives, the project will result in widely applicable understandings of how pedagogical approaches affect both youth learning and scientist experiences. The project also seeks to bridge learning environments: informal, formal, university and digital.
DATE: -
TEAM MEMBERS: Pei-Ling Hsu Elena Izquierdo
resource project Public Programs
This full-scale development project will address the need for creative models to support STEM learning in underserved rural communities that lack traditional infrastructure such as science centers. The project will create and study an innovative model of capacity-building: viz., small networks of community-embedded “STEM Guides” will be trained to identify a range of existing STEM resources available in their local regions, and to connect STEM-interested youth with them in creative and personal ways. Anticipated learning outcomes for youth and families include greater awareness of and interest in STEM experiences and pathways. At the regional level, the project will build capacity through increasing the STEM Guides’ knowledge of local STEM opportunities, and by enhancing connections among STEM-related resources, programs, and industries. The project will implement and study STEM Guide networks in a staggered series of five low-income, rural regions, providing startup resources and professional development. The project will increase the frequency and depth of out-of-school STEM experiences for approximately 3,000 youth aged 10-18 at a relatively low cost, creating a national model for STEM capacity-building in rural settings. It is led by the Maine Mathematics and Science Alliance, with 4-H, Cornerstones of Science (library-based STEM) and Maine’s university system as collaborators. EDC is the primary external evaluator.
DATE: -
TEAM MEMBERS: Jan Mokros Sue Allen
resource project Professional Development, Conferences, and Networks
The National Research Council's (NRC) Board on Science Education will identify an expert study committee to develop a report identifying the criteria for successful out-of-school STEM learning based on evidence from successful practice. The committee will be informed by commissioned papers and by a 2-day public workshop that explores the current evidence. The report will be written for policy-makers, funders, non-profit and private industry representatives, and other representatives from civic society. The primary goal of the report will be to help these audiences better understand and more strategically support investments in out-of-school STEM education, and to encourage partnerships that promote the linking of out-of-school STEM learning to school-based learning. This study complements the NRC work done to produce the Successful K-12 STEM Education report and builds from prior NRC studies, especially Learning Science in Informal Environments, Surrounded by Science and Education for Work and Life: Developing Transferable Knowledge and Skills in the 21st Century.
DATE: -
TEAM MEMBERS: Martin Storksdieck Heidi Schweingruber
resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
DATE: -