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resource project Media and Technology
This Pilot and Feasibility study will build foundational knowledge about basic aspects of STEM webcams in the United States (US) from the perspectives of both practitioners and viewers. Thousands of webcams available to the public are operated by STEM organizations, such as zoos, museums, and government agencies. Learning theory suggests that STEM webcams, especially those with accompanying interpretive tools, have the potential to offer rich informal learning opportunities. However, yet no research has quantified any aspect (cognitive, behavioral, or emotional) of viewer outcomes. This study will be the first to develop baseline data regarding cognitive, behavioral, and emotional aspects of perceived viewer experience. Project activities include:


An inventory of STEM webcams that exist in the US, the STEM disciplines they represent, learning and engagement tools they employ, the number of viewers they reach, and the resources required for their operation
A survey of webcam operators, their STEM education goals, implementation strategies, and evaluation results; and
Surveys and interviews gathering data on viewers demographics and potential increase in curiosity, interest, knowledge, and behavior toward the STEM subject. This research will provide foundational knowledge for the STEM-education and research community that quantifies and describes many facets of the population of STEM webcams in the inventory.


Research activities will take place in three distinct phases, with Phase 1 laying the groundwork for Phases 2 and 3. Phase 1: The project team will conduct a systematic internet search for all identifiable STEM related webcams. Phase 2 (operator-focused): An online survey of practitioners of webcams operated by US-based STEM organizations will be conducted using Qualtrics software. Likert scales will be used. Various hypotheses will be tested regarding webcam program objectives, operations, and evaluations from the perspective of program operators or practitioners. Phase 3 (viewer-focused): Surveys and interviews with likely viewers of STEM webcams. Using the webcam inventory built in Phase 1, the team will collaborate with 20 informal STEM institutions that agree to survey their constituents to test hypotheses regarding webcam viewing practices, such as why and how viewers watch, and perceived outcomes of viewing, such as perceived influence on their interest, attitudes, knowledge, or behavior. The findings from this study will be widely shared with informal STEM institutions and webcam operators. It will provide foundational data for future experimental studies.
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TEAM MEMBERS: Sarah Schulwitz Sara Hagenah Vanessa Fry
resource evaluation Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our first research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Scott Burg
resource research Media and Technology
KQED and Texas Tech advanced professional knowledge in the journalism and science communication fields around crisis reporting and building a media practitioner and academic researcher collaboration for audience research through a study conducted by Scott Burg of Rockman et al. Rockman gathered data between October 2020 - May 2021, interviewed KQED Science staff and participated in virtual observations of KQED project and related staff meetings to answer our second research question: Can KQED develop a more efficient process of disaster reporting that responds to both constantly updating
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resource research Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge (A&B) and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Natasha Strydhorst Sarah Mohamad
resource research Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge (A&B) and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Kelsi Opat
resource research Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Kelsi Opat Natasha Strydhorst
resource research Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Joanna K. Huxster
resource research Media and Technology
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences. To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum
resource research Media and Technology
Scientists have long sought to engage public audiences in research through citizen science projects such as biological surveys or distributed data collection. Recent online platforms have expanded the scope of what people-powered research can mean. Science museums are unique cultural institutions that translate scientific discovery for public audiences, often conducting research of their own. This makes museums compelling sites for engaging audiences directly in scientific research, but there are associated challenges as well. This project engages public audiences in contributing to real
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TEAM MEMBERS: Mmachi God’sglory Obiorah James K.L. Hammerman Will Granger Haley Margaret West Laura Trouille Becky Rother Michael Horn
resource research Public Programs
An independent evaluator and a group of investigators from three AISL projects focused on public engagement with science (PES) collaborated on a paper about research-practice partnerships for PES. This two-page brief summarizes their key points.
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TEAM MEMBERS: Karen Peterman John Besley Sue Allen Kathy Fallon Lambert Nalini Nadkarni Mark Rosin Caitlin Weber Marissa Weiss Jen Wong
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: The Advancing Informal STEM Learning 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 Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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resource evaluation Professional Development, Conferences, and Networks
Summative evaluation study for the Space Earth and Informal Science Education (SEISE) project examining professional impacts including project reach, partnerships, professional knowledge, and professionals' use of the project’s public-facing products and their implementation of practices for engaging the public Over the course of the five-year NASA grant, the Space and Earth Informal STEM Education (SEISE) project offered a range of free professional development opportunities and resources to support informal educators’ ability to offer Earth and space programming and to partner with others
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