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resource project Media and Technology
The University of Southern California's Institute for Creative Technologies and the Museum of Science, Boston will create life-sized, 3-D Virtual Humans that will interact with visitors as interpretive guides and learning facilitators at science exhibits. Through the use of advanced artificial intelligence and intelligent tutoring techniques, Virtual Humans will provide a highly responsive functionality in their dialogue interpretation that will generate sophisticated interaction with visitors about the STEM content related to the exhibit. The project exemplifies how the confluence of science, technology, engineering, mathematics and education can creatively and collaboratively advance new tools and learning processes. The Virtual Human project will begin to present to the visitor a compelling, real life, interactive example of the future and of the related convergence of various interdisciplinary trends in technology, such as natural language voice recognition, mixed reality environments, para-holographic display, visitor recognition and prior activity recall, artificial intelligence, and other interdisciplinary trends. The 3-D, life-sized Virtual Humans will serve as museum educators in four capacities: 1) as a natural language dialogue-based interactive guide that can suggest exhibits to explore in specific galleries and answer questions about particular STEM content areas, such as computer science; 2) as a coach to help visitors understand and use particular interactive exhibits; 3) be the core focus of the Science behind the Virtual Humans exhibit; and 4) serve as an ongoing research effort to improve human and virtual human interactions at increasingly sophisticated levels of complexity. The deliverables will be designed to build upon visitor experiences and stimulate inquiry. A living lab enables visitors to become part of the research and development process. The project website will introduce visitors to the technologies used to build virtual humans and the research behind their implementation. The site will be augmented with videos and simulations and will generate user created content on virtual human characters. Project evaluation and research will collect language and behavioral data from visitors to inform the improvement of the virtual guide throughout the duration of the grant and to develop a database that directly supports other intelligent systems, and new interface design and development that will have broad impact across multiple fields.
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TEAM MEMBERS: William Swartout David Traum Jacquelyn Morie Diane Piepol H. Chad Lane
resource project Media and Technology
A Youth-Directed Cafe Scientifique targets culturally, ethnically, and economically diverse youth ages 11-18 with a web-based program designed to engage students in active discourse on current STEM topics. Building on the adult program of the same name, this youth-centered project also provides opportunities for individual and group activities. Project partners include Los Alamos National Laboratory, the Bradbury Science Museum, Sandia National Laboratory, Los Alamos Women in Science, and the University of New Mexico, which will serve as a source of scientists to act as speakers and mentors. Northern New Mexico Collefe, Santa Fe Community College, University of New Mexico, and theNew Mexico Museum of Natural History and Science, as well as area high schools will host discussions and focus group meetings. Recruitment of youth participants will be carried out by New Mexico MESA as well as four local high schools. Project deliverables include a robust model for engaging youth in an active online community and Youth Leadership Teams (YLT). YLT's select topics, recruit members, and facilitate Cafe discussions and blogs. Cafe meetings enable youth to explore a topic of their choice in an online session led by a youth host in conjunction with a guest speaker. The follow-up sessions encourage more in-depth exlopration of the topic via interviews, articles, community meetings, and museum exhibits created in collaboration with the Bradbury Museum. The Cafe website will highlight youth produced podcasts, essays on science topics, and a blog. Strategic impact resulting from this project includes the development of a creattive model that effectively engages youth in STEM discourse while meeting the cultural and intellectual needs. It is anticapated that this project will serve over 5,700 youth in three years.
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TEAM MEMBERS: Michael Mayhew Selena Connealy Michael Mayhew
resource project Media and Technology
Cosmic Serpent - Bridging Native and Western Science Learning in Informal Settings is a four-year collaboration between the Indigenous Education Institute and the University of California-Berkeley targeting informal science education professionals. This project is designed to explore the commonalities between western science and native science in the context of informal science education. The intended impacts are to provide informal science education professionals with the skills and tools to gain an understanding of the commonalities between native and western worldviews; create regional networks that bridge native and museum communities; develop science education programs in which learners cross cultural borders between western science and indigenous peoples; and meet the needs of diverse audiences using culturally-responsive approaches to science learning. Participants are introduced to topics in physical, earth, space, and life science, using an interdisciplinary approach. Deliverables include professional development workshops, peer mentoring, museum programs for public audiences, a project website, and media products for use in programs and exhibits. Additionally, regional partnerships between museums and native communities, a legacy document, and a culminating conference jointly hosted by the National Museum of the American Indian and the Association of Science and Technology Centers will promote future sustainability. Strategic impact is realized through participants' increased understanding of native and western science paradigms, museum programs that reflect commonalities in the two approaches, partnerships between museums and native communities, and increased institutional capacity to engage native audiences in science. This project directly impacts 270 informal educators at 96 science centers and tribal/cultural museums nationally while the resulting programs will reach an estimated 200,000 museum visitors.
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resource project Media and Technology
The Children's Museum of San Jose, in collaboration with developmental psychology researchers at UC Santa Cruz (UCSC) and science and education staff of the UC Berkeley Museum of Paleontology (UCMP), is conducting a 48-month long project that focuses on children's use of evidence to construct scientific explanations. Key deliverables are: a 2,300 square-foot paleontology exhibit with an Evidence Central area three "evidence hubs" at the Children's Museum of San Jose, an educational Web site developed by UCMP, research on children's use of evidence conducted by Maureen Callanan's research group at UCSC, a "state of the children's museum field" study on varieties of perspectives on "science" and "evidence," and professional development experiences for staff at children's museums. Additional partners include the children's museums in Austin, TX, Madison, WI, and Providence, RI and local Vietnamese and Latino organizations in the museum's neighborhood. Randi Korn & Associates will conduct the program summative evaluation process and the "state of the field" study. The project identifies and will work to address two specific needs in the field: (a) a clearer sense of the developmental progression of children's understanding of evidence, and (b) a rigorous and systematic investigation of children's open-ended reasoning about evidence in a rich content domain (paleontology). The strategic impact goal is to build capacity in children's museums, enabling them to offer more evidence-based science learning experiences for their visitors.
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TEAM MEMBERS: Jennifer Martin Maureen Callanan Judith Scotchmoor
resource project Media and Technology
Portal to the Public is a program designed to assist informal science education (ISE) institutions as they seek to bring scientists and public audiences together in face-to-face public interactions that promote appreciation and understanding of current scientific research and its application. Led by Pacific Science Center (WA), in collaboration with Explora (NM), the North Museum of Natural History and Science (PA) and the Institute for Learning Innovation (MD), the program model was implemented and evaluated at five additional museums and science centers during 2007-2011. The project goals were to create a flexible and scalable guiding framework that would support ISE institutions build relationships with their local scientific community, design professional development workshops for scientists, and create public program formats featuring scientists. The project included thorough research and evaluation of the guiding framework, dissemination process, and implementation at expansion sites. The Portal to the Public project team has produced an Implementation Manual as a guide for institutions planning to implement a Portal to the Public-type program, available for download at the project website (http://www.pacificsciencecenter.org/Portal-to-the-Public/portal). It includes the Catalog of Professional Development Elements, a practical guide to creating and facilitating professional development experiences for scientists.
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resource project Public Programs
This collaboration between the Franklin Institute and the Free Library of Philadelphia Foundation identifies the role of crucial intermediaries in the science learning of children and points to the opportunities offered through a museum and library partnership to provide engaging science resources in under-resourced communities where many adults lack science expertise and confidence. Through an emphasis on literacy and science, LEAP into Science builds the capacity of after school leaders, teens and parents to be competent science learners and facilitators and to connect science centers, parents and libraries in support of the science learning and achievement of children. Project features include a workshop model for families with K-4 children, enrichment sessions for after school students, family events at the museum, professional development for library and after school youth staff, and a national expansion conference. The conference introduces the project to potential national implementation sites. Case studies of sites from this conference inform a research study investigating the obstacles, modifications and necessary support to initiate and sustain the program model. The formative and summative evaluation measure the impact of this program on children, parents, librarians, and teen workers at the libraries. Fifty-three Philadelphia libraries in addition to libraries in three cities selected from the implementation conference have a direct program impact on 10,000 people nationally, including 300 after school facilitators and children's librarians.
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TEAM MEMBERS: Dale McCreedy Christine Caputo
resource project Exhibitions
"Waters Journey through the Everglades" was funded to impact adolescents by increasing their awareness and their understanding of the relevance of the environment, specifically water, in South Florida. The deliverables were to design, develop and produce technology-based experiences enhancing a new EcoDiscovery wing at the Museum of Discovery and Science in Ft. Lauderdale, Florida. Appropriate use of emerging technology was a cornerstone of the project as the project team sought to research how the depth and breadth of hands-on exhibits could be expanded, allowing the target audience of adolescent learners to explore "what if?" questions around the learning experiences in the new museum wing. The ability to change parameters of the exhibits, to make individual choices that change the outcome of the experience, was seen as a way to create more excitement, more social discourse, and deeper understanding. Research questions revolved around the following areas: -Linking technology to the hands-on exhibits under design for the new MODS wing, and using them to expand the depth and breadth of the hands-on exhibits. -Using augmented reality in appropriate areas not to show phenomenon-based things (like a working heart for example) but as a narrative enhancement to spur exploratory investigation into changing parameters and understanding the consequences of actions. -Researching new ways to get content information to the learners at the appropriate time in their exploration so they are ready to receive the information, rather than putting large graphic panels to relate the content. Only an average of 3% of visitors read labels, and we know that 3% is largely skewed toward older adults. -Researching how to engage the adolescent audience in museum experiences. Educational impact on the target adolescent audience revolved around exploring whether the resulting exhibit enhancements would help them: Develop a greater awareness of how water impacts the environment, from the local to the global. -Gain a clearer concept of the time scales and scope of environmental change. -Raise their confidence level in their ability to understand the relevance of science as they explore the vast amount of scientific data that has been collected, and answer their own questions about the Florida Everglades™ rich and fragile ecosystem, and its importance to their own community.
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TEAM MEMBERS: Eileen Smith Kim Cavendish Charles Hughes
resource project Exhibitions
In this Communicating Research to Public Audiences (CRPA) project, the University of Missouri is collaborating with the St. Louis Science Center on the development and implementation of exhibits and programs related to the principal investigator's NSF-funded research on tissue engineering and organ printing, Understanding Molecular Self-Assembly. The research is exploring basic research and technologies that could provide alternatives to organ donor transplants, especially given the mismatch between the demand and supply of organs. The exhibits will become an offering in the science center?s new life sciences gallery whose goal is to help visitors better understand the applications of life science research that affect people's everyday lives.
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TEAM MEMBERS: Gabor Forgacs Cristina Encarnacion
resource project Exhibitions
This Communicating Research to Public Audiences project is based on NSF-CCLI-EMD, 0341143, Development of a Smart Vibration Platform Experiment. The 24-month-long project is part of a continuing collaboration between the PI at the University of Houston and the staff of the Children's Museum of Houston (CMH). CMH is in the process of developing an exhibition on "smart materials," and has a stepwise exhibit development plan that involves the PI and his engineering students. The project work is adapting a device on the vibration dampening effect of magneto-rheological (MR) fluids from an educational application in an undergraduate mechanical engineering environment to a museum exhibit for ages 8+. MR fluids have the unusual property of being able to transform from the liquid state to a semi-solid state when subjected to magnetic fields. They are being used in the design of buildings in earthquake prone areas. The development team consists of the PI and college seniors in their Senior Capstone Design course, an education program evaluator at the University, and exhibits and program staff from the museum. Deliverables include a smart materials "earthquake dampening" exhibit and a touch-screen activated "video jukebox" unit on the research scientists and students and on the MR fluid. The CMH Kids' Committee is providing input on the exhibits as well.
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TEAM MEMBERS: Gangbing Song
resource project Media and Technology
This is a proposal for a 3 year, $1,297,456 project to be conducted as collaboration among 5 higher education institutions and one school system across the country, with St. Joseph's University in Philadelphia, PA serving as the lead institution (other collaborators are from Colorado School of Mines, Ithaca College, Santa Clara University, Duke University, and Virginia Beach School System). The primary goal is to attract and retain students in computer science, especially women and underrepresented minorities (including two EPSCoR states). To this end, the project will use Alice, a software program that utilizes 3-D visualization methods, as a medium to create a high-level of interest in computer graphics, animation, and storytelling among high school students, hence to build understanding of object-based programming. Such an IT focus on media and animation is aligned with national computer science standards. The project will build a network of college and high school faculty, who will offer workshops and provide continuing support during the academic year. In each site, pairs of teachers from each participating school (total = 90) will learn with university faculty via a 3-week summer program in which an introduction to using Alice for teaching will be followed by teacher development of materials for students that will then be used to teach high school students. An experimental start at one site will be followed by implementation at four additional sites and culminated with revised implementation at the sixth site (1-4-1 design).
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TEAM MEMBERS: Susan Rodger
resource project Public Programs
The Meadowlands Environmental Center, reaching 60,000 members of the public annually, will develop test and implement the "Marsh Access" program." This project will identify and test appropriate assistive technologies and programmatic approaches engaging 5,000 adults from specific disability groups in outdoor field-based experiences in order to better support their engagement, to foster their interest in science and to improve their scientific literacy. One hundred professionals will participate in conferences and professional development around the implementation of these programmatic approaches and will create plans to implement similar programming in outdoor settings across the nation. Utilizing an accessible outdoor garden and trail in the marshes of the New Jersey Meadowlands, Ramapo College in partnership with the New Jersey Meadowlands Commission, Recording for the Blind and Dyslexic, Spectrum for Living and the Adler Aphasia Center will identify and prototype kiosks and educational programming. Evaluation and program development will focus on identifying specific tools and approaches for engaging people with visual, hearing, mobility, mental/cognitive and age related disabilities. Data will be collected through observations, surveys and focus groups during a field testing process with groups of individuals from partner agencies over the three years of the program. Deliverables include two programmatic modules focusing on the science, natural history and ecology of the meadowlands, two multi media kiosks at points along the outdoor trail, a set of assistive technologies for use by public audiences in both facilitated and non facilitated experiences, and a set of program materials available to the public outlining the process and findings of the program.
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TEAM MEMBERS: Jean Balutanski Angela Cristini Victoria Madden
resource project Public Programs
What's the BIG Idea? will infuse STEM content and concepts into librarians' practice in order to establish the public library as the site of ongoing, developmentally appropriate, standards-based STEM programming for young children and their families. This project will facilitate the infusion of STEM content and concepts into all aspects of library service -- programming, collections development, displays, newsletters, and bibliographies. Science educators and advisors will review and critique the project's STEM content. Building on prior NSF-funded projects, an experienced team of STEM developers and trainers will provide librarians with the content, skills and processes needed to stimulate innovative STEM thinking. Vermont Center for the Book (VCB) will train and equip librarians from three different library systems -- Houston, Texas, the Clinton-Essex-Franklin Library System in New York and statewide in Delaware. The strategic impact of this project is ongoing STEM programming for children and families in large, small, urban and rural libraries. VCB will investigate these questions, among others: How can the public library become a STEM learning center? What information, knowledge, training and materials do librarians need to infuse appropriate science and mathematics language and process skills into their practice and programming? Who are the community partners who can augment that effort? How can the answers to these questions be disseminated nationally? Innovation stems from: 1) STEM content to incorporate into their current practice and 2) skills and processes to create their own STEM programming. In addition, the results will be transferable to a wide range of libraries throughout the nation. The Intellectual Merit lies in augmenting librarians' current expertise so that they can incorporate STEM content and materials into all aspects of the library, a universal community resource. The Broader Impact lies in creating a body of content and approaches to programming that librarians all over the country can use to infuse mathematics and science language and content into their interactions with peers, children, families and the community. This will allow inquiry into what and how new informal STEM knowledge and practice can be effectively introduced into a variety of library settings.
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TEAM MEMBERS: Sally Anderson Gregory DeFrancis