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resource project Public Programs
Earth Partnership: Indigenous Arts and Sciences (EP) will develop and refine a model for integrating Indigenous and informal and formal K-20 educators in ecological restoration, project-based learning and professional development. EP will involve participants in Native habitat restoration on community spaces, school grounds and nearby natural areas as a context for intergenerational STEM learning across age, ecosystem, discipline, learning style, culture and place. EP integrates Native knowledge and core values including relationship, reciprocity, respect and responsibility with Western STEM concepts and processes. The project will integrate the expertise of university social, physical, life and learning scientists and community and tribal practitioners to design, develop and test informal STEM learning incorporating ecological restoration, citizen science and cultural diversity. EP grows out of a teacher professional development model funded by NSF and is a network that now includes participating individuals and organizations from many states. This network will enhance dissemination and provide a foundation for a larger project growing out of the results of this project. EP will build capacity of Native and non-Native informal educators and citizens to work together to generate engagement among young people and adults with ecological STEM learning and stewardship. The approach will integrate culturally authentic resources, inquiry and citizen science process skills (e.g., data collection, analysis, ecological restoration, water stewardship) in multiple learning settings. Stronger multicultural, intergenerational and community partnerships will be supported to restore aquatic and terrestrial habitats through community-based stewardship projects and Service Learning. Through EP, Native youth will be encouraged to explore STEM careers that will meet future workforce needs for managing tribal resources and become knowledgeable citizens able to use critical thinking and analysis of STEM-related issues in their communities. The project will use a developmental evaluation approach to assess project planning processes and outcomes of educational programs.
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TEAM MEMBERS: Cheryl Bauer-Armstrong Naomi Tillison Maria Moreno Delores Gokee-Rindal
resource project Exhibitions
The project "Microetching of the Human Brain" endeavors to create the most comprehensive illustration of the human brain that has ever existed. Investigators will utilize reflective microetching, a process combining mathematics and optics to create an art piece that evolves based on the position of the viewer. Microetching allows the depiction of very complex brain activity at incredibly fine detail. The final piece will be a wall-sized piece of fine art experienced by a diverse population of thousands daily at the Franklin Institute in Philadelphia. Additionally, this project is an educational opportunity for undergraduate students through direct involvement in the creation of the piece. As this project spans many scientific and artistic disciplines, students will be given an opportunity to learn about fields apart from their own, to broaden their skill set, and to learn how to communicate scientific concepts effectively. This project is a collaboration between neuroscientists, engineers, physicists, and artists to address the question of whether art can be used in the dissemination of scientific understanding to new audiences in a way that gives a visceral sense of the underlying concepts. The human brain is massively complex and challenging to portray clearly. Conveying a sense of its complexity through art may inspire an interest in the brain's scientific content and inspire a new generation of neuroscientists. To produce a piece of fine art capable of sufficient detail to depict the brain at near full complexity, the piece will be executed by a technique called reflective microetching. Microetching is a high-resolution lithographic process that patterns a microtopography of periodic ridges into the surface. These ridges are engineered to reflect a point-source illumination toward a viewer when standing at a specific angle relative to the painting. Similar to darkfield microscopy, this can yield incredibly fine detail. Additionally, the angular dependence of the light adds an extra dimension that can be used to convey time, depth, or motion as the viewer walks past. The piece will feature neurons, glia, vasculature, white and gray matter, and reflectively animated circuit dynamics between areas of the brain corresponding to neural processes involved in visual self-recognition. This will infuse the piece with additional meaning, as the circuits activated within viewers' brains will be the same that are depicted in the artwork.
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TEAM MEMBERS: Brian Edwards Gregory Dunn
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help in envisioning the next generation of learning technologies and advancing what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that showed the possibilities of the proposed new type of learning technology, and project teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and answer questions about how people learn with technology. Although for years researchers have believed technology could afford anytime-anywhere learning, we still don't understand how learners behave differently across contexts, such as home, school, and in the community, and how to get youth to identify as learners across those contexts. This proposal aims to use mobile devices and strategically placed shared kiosks to 'scientize' youth in two low-income communities. Through strategic partnerships with community organizations, educators, and families, the innovation is to get primary and middle-school students engaging in scientific inquiry in the context of their neighborhoods. Research will help determine how the technology can best be deployed, but also answer important questions about how communities can provide support to help kids think like scientists and identify with science. This project will design and implement ubiquitous technology tools that include mobile social media and tangible, community displays (collectively called ScienceKit) that are deeply embedded into two urban neighborhoods, and demonstrate how such ubiquitous technologies and related cyberlearning strategies are vital to improve information flow and coordination across a neighborhood ecosystem, in order to create environments where children can connect their science learning across contexts and time (e.g. scientizing). A program called ScienceEverywhere comprised of partnerships between tightly connected neighborhood organizations with mentors, teachers, parents, and researchers will help learners develop scientifically literate practices both in and out of school, and will demonstrate students' learning to their communities. Research will consist of mixed methods studies of use of the tools, including iterative design-based research, ethnography, and the use of participant observers from the community; these will be triangulated with usage logs of the technologies and content analysis of microblogs by the learners on their identities and interests. Discourse analysis of interviews with focal learners will orient the qualitative work on identity development, and analysis using activity theory will inform the influences of the social practices and sociotechnical systems on learner trajectories. Formative evaluation will help shed light on if and how the sociotechnical system promotes STEM literacy and STEM identity development.
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TEAM MEMBERS: Tamara Clegg June Ahn Jason Yip
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that support envisioning the future of learning technologies and advancing what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that shows the possibilities of the proposed new type of learning technology, and PI teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and that allows them to answer questions about how people learn, how to foster or assess learning, and/or how to design for learning. This project team aims to explore how to foster learning in socially-networked communities, particularly learning that results in behavior change. Understanding how to foster such learning could have a wide variety of societal impacts, e.g., better fostering science, engineering, mathematical, or design thinking in school or college or on the job, fostering healthy behaviors, helping teens develop pro-social behaviors, and helping people learn to make environmentally-friendly choices as they live their lives. In previous work, this team has developed YardMap, an infrastructure for citizen science that brings together retired adults who are interested in planting and managing their yards in environmentally-friendly ways. YardMap enables social interactions and shared creation of virtual worlds in which participants can try out different ways of managing their yards and see what the downstream effects will be. They also track and display their changing practices and actual yards in ways that are visible to others. YardMap is used by many thousands of participants. In this project, the team is taking YardMap to the next level, using what is known about how people learn and come to change their behaviors to design and refine ways to more directly support individuals in critiquing and improving their behaviors and designs for the common good. What can be learned from the new YardMap will be useful in other fields that focus on helping people change their behaviors in productive ways. The PIs seek to explore how people learn and how to foster learning in socially-networked citizen science communities. Their research addresses how learning happens, how to foster learning, how to design to increase social activity, and how increased interaction with others elevates interest, generates knowledge, and leads to behavior change. Their technological innovation, an infrastructure for citizen science that fosters behavior change, builds on YardMap, an existing infrastructure for citizen science around environmental issues that allows collective data collection and analysis and supports interactive graphing and mapping. Participants design and refine ways of managing their yards in ways that take into account environmental concerns. YardMap enables social interaction and co-creation of a set of virtual worlds for trying out new ideas; learners who are part of the community interact with others in the community, create and refine virtual worlds together, interact with things in the virtual world, manipulate those worlds and collect and analyze data about outcomes, and discuss visual objects that represent real things and practices. As well, individuals track and display their changing practices and actual yards in ways that are visible to others. YardMap can be thought of as a maker movement community focused on yard maintenance; like other maker communities, it encourages participants to create, share and discuss new inventions and practices in a social-networked community setting. Using both what is known about learning in communities and what is known about social drivers of interaction, the team is is extending YardMap to focus on fostering learning and investigating the relationships between learning and behavior change and the influences each has on the other. Much will be learned about how to use social interactions in positive ways to help individuals become more comfortable with behaviors they need to or should take on for health, civic, or educational reasons. What is learned and the technological infrastructure that is created will be directly applicable to other situations where individual behavior changes are needed for change to happen in a social system (e.g., environmental action, changing the culture of an organization, changing norms in a community, perhaps even creating learning communities in formal on-line courses).
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resource project Media and Technology
This project will help address the urgent need for a new engineering workforce. Middle school students will be entering a workforce that is increasingly global. They will need not only technical skills but also global competencies including: the ability to investigate the world, recognize perspectives, communicate ideas, and take action. This model integrates engineering with global competencies and will provide new knowledge about how this type of learning experience impacts students and educators. This project builds on the success of the previous Design Squad project funded by NSF and developed by WGBH, which has implemented a national model for engineering education for middle school youth. This project expands the model internationally, connecting U.S. based youth with those in Southern Africa (including South Africa, Botswana, and Swaziland). The project partners are FHI 360, a non-profit organization in 60 countries around the world that helps build capacity for improving lives. They will facilitate the implementation of the afterschool programs in Southern Africa . The US dissemination partners include Promise Neighborhoods Institute, Middle Start, Every Hour Counts, and the National Girls Collaborative Project. Project deliverables include a global engineering curriculum; a web platform with videos, games, activities; an afterschool Club Guide; and a Community of Practice for informal engineering educators. A knowledge building component will provide new evidence on how high quality accessible resources and strategies can impact students' development of global competencies and engineering skills to solve real world problems. An iterative approach will be used to develop the resources including the global engineering afterschool curriculum, Club guide, and other components. The methodology uses a continuous cycle of improvement including: assess/design, test/ implement, synthesize/reflect, and utilize/disseminate. The Summative Evaluation will generate evidence about whether and how this kind of collaborative work builds children's understanding of engineering, motivation to participate, and confidence in taking informed action on behalf of pressing global problems. This will contribute to a larger body of work about whether and how engaging with global, collaborative engineering problems leads to greater self-efficacy for children with very different backgrounds, experiences, and opportunities. This project will add new knowledge about how the well-honed Design Squad model in the U.S. can be expanded with a global context and global partners. This proposal was co-funded by EHR/DRL, Engineering/EEC, and International Science and Engineering. During the project period approximately 125,000 children in the US and 5000 children in southern Africa will be reached. In the long term, with the continued global access to the resources, the reach will potentially be in the millions.
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resource project Exhibitions
This award will engage the public on the issues surrounding the interaction and interdependence of human systems and natural systems. Specifically, it will engage them on human impacts and the health of salmon fisheries in the area of Sitka, Alaska. The public in this area includes the citizens of lower portion of Alaska, K-12 students frequenting the Sitka Sound Science Center on field trips, Alaskan Natives, visiting scientists, and tourists who arrive by cruise ships. The exhibit will be placed at the Sitka Sound Science Center and will include a tank of live salmon fish, a computer game, a 10 minute video, and an artist's rendition of the fishing system and salmon life cycle. The team of scientists from the University of Washington coupled with the exhibit developer, Tenji, Inc., and the outstanding artist, Ray Troll should produce an understandable and marvelously picturesque exhibit for the visitors. This will be augmented by the highly capable staff that has considerable experience in translating science concepts to the public. Media broadcasts will broaden the reach of the exhibit. While the impact of this project is not huge in terms of numbers of people, it is an important endeavor as the people in the Sitka area of Alaska will understand their role in the food system for themselves and for the many other parts of the world. Furthermore, the cruise line visitors will derive an understanding of the fragile environment of the salmon ecosystem.
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TEAM MEMBERS: Daniel Schindler
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 Exhibitions
This CRPA award addresses the exciting contemporary chemical science that occurs in interstellar space. The new interferometers coming online this year will enhance this new area of science and further intrigue those who engage. The plan in this award is to build an exhibit that will interest the audience with the space-based aspects, but will also engage them in understanding the chemistry that occurs in space. This is a collaborative effort between the University of Virginia and the Harvard-Smithsonian Astrophysical Observatory. The exhibit is relatively small facilitating its mobility. Thus, the authors will travel the exhibit to smaller venues in rural areas and embrace citizens who are typically under-served by educational opportunities of ISE venues. The target audience is 12-15 year old youths. Clearly, this project is meant to engage the public in both Space science and Chemistry with the ultimate hope that some individuals will even think about careers in the joint science field that is emerging from these types of behaviors.
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TEAM MEMBERS: Alex Griswold Brooks Pate Edward Murphy Robert Tai
resource project Professional Development, Conferences, and Networks
The Cyberlearning Resource Center (CRC) has responsibility for promoting integrative collaboration among cyberlearning grantees (across NSF programs); synthesis and national dissemination of cyberlearning findings, technologies, models, materials, and best practices; creating a national presence for Cyberlearning; helping the disparate Cyberlearning research and development communities coordinate efforts to build capacity; and providing infrastructure (technological and social) for supporting these efforts. Monitored through the Cyberlearning: Transforming Education program, the CRC serves as a resource for all NSF grantees and programs with cyberlearning components, helping to promote synergy and integrate projects across NSF's cyberlearning investments. Among society's central challenges are amplifying, expanding, and transforming opportunities people have for learning and more effectively drawing in, motivating, and engaging young learners. Engaging actively as a citizen and productively in the workforce requires understanding a broad variety of concepts and possessing the ability to collaborate, learn, solve problems, and make decisions. Whether learning is facilitated in school or out of school, and whether learners are youngsters or adults, to develop such knowledge and capabilities, learners must be motivated to learn, actively engage over the long term in learning activities, and put forth sustained cognitive and social effort. Consistent with NSF's mission and strategic plan, a variety of programs at NSF invest in research aimed towards achieving these goals. In support of this important thematic thrust, the Cyberlearning Resource Center works with researchers and NSF program officers to identify and disseminate findings from across programs and projects; develop ways to broker productive partnerships and collaborations; convene meetings for purposes of envisioning the future, integrating findings, and building capacity,; and monitor the cyberlearning portfolio and its influences and impacts.
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TEAM MEMBERS: Jeremy Roschelle Patricia Schank Sarita Nair-Pillai Marianne Bakia
resource project Professional Development, Conferences, and Networks
A growing body of research suggests that many types of institutions and experiences contribute to science and technology learning by the public. These include the formal education system, libraries, science centers, citizen science, after school programs, television programs, film and video, newspapers, radio, books and magazines, the internet, community and health organizations, environmental organizations, and conversations with friends and family. It is also important that research about who learns and how they learn from these institutions and experiences is informed by and discussed within the communities themselves. This project focuses specifically on STEM learning in interactive science centers. It invites science center professionals from around the country to contribute to and share findings from an on-going research study designed to better understand the influence that interactive science centers have on youth and adult's long-term understanding, interest and engagement with science and technology. The pair of workshops supported by this grant will engage science center administrators, educators, exhibition and program designers, evaluators and researchers in two sets of tasks. The first workshop, held prior to the start of the larger research project, will examine and focus the research's overall goals and help frame a set of specific research questions. Although no research study can answer all important issues, the goal of the workshop is to ensure that the planned investigation attempts to address the issues and outcomes considered most critical to the broader science center community. The second workshop will occur after completion of all data collection and initial data analysis. It will engage a broad cross-section of the science center community in discussing findings, brainstormind implications and usage, and developing dissemination strategies to insure that the findings of the research reach the broader science center and policy communities. The goal of these workshops is to use the collective wisdom of dozens of active professionals from across the country to develop a suite of strategies for grounding research in practice, incorporating research results into practice as well as bringing important research findings to a broader national audience.
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TEAM MEMBERS: John H Falk
resource project Media and Technology
This project will research factors influencing the implementation of programs designed to increase diverse participation in informal science. The goal is to provide the informal science education field with information and tools that will help them design effective programs that more effectively engage a broad range of diverse audiences. The project has two major components. First, the project will research the implementation of a citizen science project, Celebrate Urban Birds (CUB), in major U.S. cities. Citizen science projects involve public volunteers in gathering scientifically valid data as part of ongoing research. Second, building on results of the research, the project will launch a website and learning community (called a Community of Practice or CoP) supporting informal science educators that are involved in designing and implementing informal science programs with an emphasis on engaging diverse participants. The project will be lead by the Cornell Lab of Ornithology (CLO), a leader in designing and researching citizen science projects, in collaboration with the Association of Science-Technology Centers (ASTC) and five science center members of ASTC, where the CUB program will be implemented and researched. The objective of the research is to better understand contextual factors and how they impact implementation even when accepted practices are followed. Such research is key not only to revealing accepted practices but also to understanding how projects are implemented in the face of concrete operational, cultural, economic, and demographic variables. The research will use a comparative case study approach, which is designed for studies requiring holistic, in-depth investigation. The development of the website and the CoP will be guided by a Network Improvement Strategy, a research-based approach to designing educational CoPs. The development of the CoP will involve the project stakeholders including the informal science organization practitioners, community organization representatives, CUB staff, ASTC staff, advisors and consultants. This strategy will allow the project team and pilot sites to leverage their diverse experiences and skill sets to improve practice; provide space for researchers and practitioners to work together as partners; and develop a nuanced set of strategies that can be implemented across a variety of organizational contexts.
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resource project Media and Technology
This Michigan State University and University of Texas-Austin project will focus on making science communication more scientific. It will primarily use interview and survey research to improve societal understanding of how those involved in science communication, particularly scientists, think about science communication. The goal is to use this knowledge to help improve science communication training and recruiting with a focus on increasing the likelihood that scientists will adopt evidence-based communication strategies to increase public interest, engagement, and identification with science, technology, engineering, and math (STEM). A central underlying reason for the study is a mismatch between scientists' motivations and goals when interacting with public audiences and what research suggests would be the most positive and productive with public audiences. This study is funded by 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 project will be conducted in three phases. The first is interviews with a wide range of science communication experts to assess priority research questions. These interviews will be followed by surveys with U.S.-based members of up to 10 different scientific societies representing a broad range of academic fields as well as a survey of science communication researchers. The survey will focus on three different public engagement modes, including face-to-face engagement, online engagement, and engagement via the news media. Consistent with the Theory of Planned Behavior, the surveys will assess scientists' attitudes about public engagement and specific public engagement goals, as well as perceptions of social norms (both descriptive and injunctive) and efficacy beliefs (both internal and external). These will be used as predictors of general and goal-specific engagement willingness, as well as reported past behavior, using multigroup modeling. Potential communication goals of interest include transferring knowledge, developing interest and excitement, building trust in scientists, demonstrating openness and a willingness to listen, shaping how people think about subjects (i.e. framing), and/or defending science. The final phase of the project will explore the potential to design experiments aimed at testing the impact that mention of specific goals has on communication training recruitment as well as the degree to which online content about various goals is attractive to scientists interested in developing their communication skills. The research is the most targeted and largest attempt to date to understand how scientists' views about the public and communication processes may shape science communication behavior.
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TEAM MEMBERS: John Besley Anthony Dudo