WGBH is requesting funds to produce a four-hour NOVA television special with accompanying Web and outreach activities about the pervasive role of materials in our lives. The overarching goals of the project are to: 1) enhance public engagement in and understanding of materials science, including appreciation of its effects on society; 2) promote collaboration among educators, scientists and community-based organizations to reach a broad audience; and 3) create effective methods of expanding informal science learning that can be evaluated for their lasting impact on the field. The mini-series, "STUFF: The Materials that Shape our World," will offer an appreciation of the human and scientific factors that drive innovation in materials science, from ancient breakthroughs to today's explosion of biological and nanomaterials. The four episodes, themed around "Stronger," "Smaller," "Smarter" and "Cleaner" will provide a clear focus on the interdisciplinary nature of materials science and showcase dramatic stories of past inventions and exciting new discoveries. The NOVA team in association with the Materials Research Society (MRS) will produce the series. The "STUFF" series is anticipated to be broadcast on PBS in the fall of 2008. WGBH and MRS will work with local PBS stations to train local scientists in public outreach. Multimedia Research will conduct formative evaluation of the project components, and Goodman Research Group will conduct summative evaluation of both the series and the outreach efforts.
This project will create and study Kids' Survey Network as an exemplar of a new, replicable model of informal learning called an apprenticeship network. The project will develop the data literacy of future learners, workers, and citizens by empowering participants aged 11-14 to develop survey projects to address their own questions about local community issues. Research on the project will illuminate core questions relating to the design and potential impact of the apprenticeship network, including social and motivational dynamics, community and technology-based scaffolding, educational game genres, and conditions of effective use. The project deliverables include four components: (1) a web-based community of practice; (2) a common set of tools; (3) a suite of learning games and tutorials; and (4) structures for tiered, team-based advancement. Tertl Studios LLC and MIT's Education Arcade will develop the learning games, SRI International will conduct the evaluation, leading regional and national informal education organizations will provide test bed sites, and professional survey research organizations will provide technical and volunteer assistance.
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TEAM MEMBERS:
Elizabeth RoweDiana NunnaleyChristopher Hancock
resourceprojectProfessional Development, Conferences, and Networks
Understanding the Tree of Life was a 36-month-long conference project that brought together evolutionary biologists, museum educators (including natural history museums, science centers, zoos, aquaria and botanical gardens), and STEM-education/cognitive psychology researchers with the goal of improving both the research agenda and practice of the use of phylogenetic "tree of life" visual representations in museum exhibits on evolution. The project was multi-faceted, incorporating pilot research studies, a planning meeting and a major conference, and evaluation of the conference and impact on professionals. Participants represented several museums and university-based researchers across the country and one in Israel. Four research groups, twenty planning meeting participants, sixty-two conference attendees from thirty institutions, and twelve advisors were involved.
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.
Life on Earth aims to advance (1) public understanding of the history of life on Earth and biodiversity, and (2) our knowledge of how people interact and learn from large interactive science data visualizations on multi-touch displays in public settings. Our multi-institutional project team has developed the DeepTree, the FloTree, and Build-A-Tree (BAT). The focal exhibit, called the DeepTree, utilizing large data sets from four online databases including Tree of Life web project (www.tolweb.org), Encyclopedia of Life (www.eol.org), National Center for Biotechnology Information (https://www.ncbi.nlm.nih.gov/) and Time Tree (www.timetree.org), allow museum visitors to explore the relationships of 70,000 species, spanning over 3.5 billion years of evolutionary history using touch gestures on a large multi-touch computer display. Embedded inside the DeepTree, the "FloTree" encourages exploration of evolutionary processes within a single population. "Build-a-Tree" (BAT) is a multi-level phylogenetic tree-building game. These learning experiences are designed to target core evolutionary concepts and be self-directed, physically interactive, embodied, and collaborative. The Life on Earth exhibit has been installed at California Academy of Sciences in San Francisco, the Field Museum in Chicago, University of Nebraska State Museum in Lincoln Nebraska, and Harvard Museum of Natural in Cambridge Massachusetts. Please visit the Life on Earth website at https://lifeonearth.seas.harvard.edu/ to find more details on publications, and the ongoing learning research and summative evaluation. The Life on Earth project brings together a team of interdisciplinary researchers in human-computer interaction and information visualization, learning sciences, museum exhibit design, cognitive and developmental psychology, and evolutionary biology.
The objective of this youth media project is to provide 14-24 year olds with training and hands-on experience in engineering, and the physical and biological sciences. The project is designed around core practices that engage youth in original research and inquiry through experimentation, development, and creative use of new technologies and tools to communicate STEM to the public. Youth Radio project participants in Oakland, CA, Atlanta, GA and Washington, DC include 540 youth, 80% of whom are low-income and/or youth of color, plus another 400 youth via off-site outreach in schools and community centers. Core deliverables include: (1) "Brains and Beakers," eight live events per year where a visiting STEM researcher brings his/her work out of the lab and onto the stage at Youth Radio facilities, demonstrating key principles and discoveries and interacting with youth participants; (2) "Youth Radio Investigates," an annual 6-part multimedia series, where youth partner with university and industry-based researchers to explore the veracity of scientific claims applied to products and services and they use every day; (3) The "Application Development Lab," where youth develop, create and disseminate online embeddable and downloadable applications (12 annually) that serve real needs in youth communities. The digital media produced by the youth will be broadcast by National Public Radio and distributed online through various sites including iTunes and BoingBoing.net, one of the most frequently visited technology-focused sites on the web. Project advisors include STEM researchers in universities as well as highly experienced and successful new media technology developers. Project partners include National Public Radio, KQED, the California Academy of Sciences, and the Oakland Unified School District. This project builds on the successful prior work (NSF #0610272) that initiated a Science and Technology program within the Youth Radio organization. The summative evaluation by Rockman et al will measure how the program affects students' science and technology knowledge, skills, and attitudes. It will build on the evaluation from the prior NSF funded project (#0610272) that highlighted the organizational and staff growth processes as Youth Radio discovered how to design and implement successful, sustainable STEM programs. Rockman will evaluate the new programs (Youth Investigates, Brains and Beakers, and the Application Lab), measuring the following STEM-related student outcomes/impacts: perceptions of selves as producers/creators of science or technology; attitudes toward science and perceptions of scientists; understanding the process of scientific inquiry and research and/or technology skills development; and understanding or interest in careers in science or technology (based on National Research Council report, 2009). Data will be collected from the youth at the Oakland site and from the other Youth Radio bureaus to determine which aspects of the program transfer to multiple sites and which ones are unique to a specific location or set of circumstances. Methods include surveys of student attitudes, participant focus groups, interim assessments, objective skills assessments, and interviews. This project provides an innovative new model for collaborations between STEM researchers and under-represented youth resulting in digital media that impacts the youth as well as the public's understanding and engagement in science.
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TEAM MEMBERS:
Ellin O'Leary
resourceprojectProfessional Development, Conferences, and Networks
The proposed CAREER study uses a comprehensive mixed-methods design to develop measures of motivational beliefs and family supports for Spanish and English speaking Mexican-origin youth in high school physical science. The research examines a three-part model which may provide a deeper understanding of how Mexican families support youth through their general education strategies, beliefs about physical science, and science specific behaviors. This approach incorporates motivation and ecodevelopmental theories while pursuing an innovative line of research that examines how the contributions of older siblings and relatives complement or supplement parental support. The study has four aims which are to (1) to develop reliable, valid measures of Mexican-origin adolescent motivational beliefs and family supports in relation to high school chemistry and physics, (2) to test whether family supports predict motivational beliefs and course enrollment, (3) to test how indicators in Aim 2 vary based on gender, culture, English language skills and relationship quality, and (4) to examine how family supports strengthen or weaken the relationship between school-based interactions (teachers and peer support) and the pursuit of physical science studies. Spanish and English-speaking Mexican-origin youth will participate in focus groups to inform the development of a survey instrument which will be used in a statistical measurement equivalence study of 300 high school students in fulfillment of Aim 1. One hundred and fifty Mexican high school students and their families will participate in a longitudinal study while students progress through grades 9-12 to examine Aims 2- 4. Data to be collected includes information on science coursework, adolescent motivational beliefs, supports by mothers and older youth in the family, and family interactions. All materials will be in English and Spanish. The educational and research integration plan uses a three pronged approach which includes mentoring of doctoral students, teacher outreach, and the evaluation of the ASU Biodesign high school summer internship program using measures resulting from the research. It is anticipated that the study findings will provide research-based solutions to some of the specific behaviors that influence youth motivation in physical sciences. Specifically, the study will identify youth that might be most affected by an intervention and the age of maximum benefit, as well as valid, reliable measures of youths' motivation that can used in interventions to measure outcomes. The study will also identify family behaviors that may be influenced, including education strategies for school preparation, beliefs about physical science, and sciece-specific strategies such as engaging in science activities outside school. The findings will be broadly disseminated to science teachers, scholars, and families of Mexican-origin youth. This multi-tiered approach will advance current scholarship and practice concerning Mexican-origin adolescents' pursuit of physical science.
Boston's Museum of Science (MOS), with Harvard as its university research partner, is extending, disseminating, and further evaluating their NSF-funded (DRL-0714706) Living Laboratory model of informal cognitive science education. In this model, early-childhood researchers have both conducted research in the MOS Discovery Center for young children and interacted with visitors during the museum's operating hours about what their research is finding about child development and cognition. Several methods of interacting with adult visitors were designed and evaluated, including the use of "research toys" as exhibits and interpretation materials. Summative evaluation of the original work indicated positive outcomes on all targeted audiences - adults with young children, museum educators, and researchers. The project is now broadening the implementation of the model by establishing three additional museum Hub Sites, each with university partners - Maryland Science Center (with Johns Hopkins), Madison Children's Museum (with University of Wisconsin, Madison), and Oregon Museum of Science and Industry (with Lewis & Clark College). The audiences continue to include researchers (including graduate and undergraduate students); museum educators; and adults with children visiting the museums. Deliverables consist of: (1) establishment of the Living Lab model at the Hub sites and continued improvement of the MOS site, (2) a virtual Hub portal for the four sites and others around the country, (3) tool-kit resources for both museums and scientists, and (4) professional symposia at all sites. Intended outcomes are: (1) improve museum educators' and museum visiting adults' understanding of cognitive/developmental psychology and research and its application to raising their children, (2) improve researchers' ability to communicate with the public and to conduct their research at the museums, and (3) increase interest in, knowledge about, and application of this model throughout the museum community and grow a network of such collaborations.
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
The Zoo and Aquarium Action Research Collaborative research project targets zoo and aquarium staff with a cascading action research model meant to build the capacity of the informal science education field to conduct action research on visitor learning. Research questions focus on the experiences of participating zoo and aquarium staff in conducting action research on visitor experiences and how they use the information from that research to improve and develop educational programs. In the first year of the project, zoo and aquarium staff will implement a well validated educational activity with visitors to their institutions and learn how to develop and implement action research in their context. In the second year of the project, zoo and aquarium staff will take their new skills in action research and develop their own questions to investigate visitor learning in their own organizational settings. Project staff will train zoo and aquarium staff in action research, provide technical assistance and facilitate collaboration among the sites and staff. This project will contribute to learning in the field about how action research can be used to develop ISE staffs\' skills in data collection, data analysis and data-driven decision making. Partners in this project include TERC and Oregon State University, and sites are situated in zoos and aquariums in six states: CA, MO, MA, AZ, MD and WA. At each of these institutions approximately 15 senior staff will participate in the professional development. Evaluation of the project will focus on the learning that is generated about collaborative models for action research and the impact on ISE staff of participating in action research as professional development. Methods for the evaluation will include surveys and interviews with participants, observations, document review and site visits. Outcomes of the project include increased capacity for zoo and aquarium staff to conduct action research on visitor learning, case studies of collaborative action research projects that will be disseminated widely through workshops and conferences, and research papers presented at conferences and published.
This project will develop an interactive application for spherical displays developed by NOAA called Science on a Sphere. The spheres are animated globes that can show dynamic, animated images of the atmosphere, oceans, and land of a planet. NOAA primarily uses SOS as an education and outreach tool to describe the environmental processes of Earth. Science On a Sphere was initially developed as a way to explore environmental data using new visualization techniques. There are about 70 installations of the sphere in science centers, planetariums and museums world-wide with 40 in the US. Currently the spheres only display static content. This project will extend the amount of content available and provide interactivity. The resulting application will be available to both installed spheres and those institutions thinking about purchasing and installing the sphere display. Math on a Sphere will enable users to create 3-D interactive graphic content for spheres. The project will enable users to interact with the displays they develop for the spheres either on-site or remotely. Through the use of a computer-based toolkit, users can create their own programs, build geometric patterns, and send a variety of graphical content to the spherical display. The project hypothesizes that user-directed development combined with a visually compelling spherical display will spark interest in STEM topics and specifically, in the test version, mathematical content. This project will prototype, design, implement, test, and evaluate software that allows users to display their computational work on an installed sphere as well as work remotely on the project and to test their mathematical computations by viewing the spherical display remotely either through a computer monitor or a camera view of the sphere itself. While the prototype will be developed focusing on mathematical concepts, there are clear links between the toolkit being developed to physics, meteorology, oceanography and astronomy. The project will increase the computational and spatial reasoning and thinking of the target audience of middle school and high school students. The application will be available remotely for individual users but could easily be used in classroom settings. The application can be used by teachers and museum and science center staff as well to encourage its use among users both on site and remotely. The successful demonstration of interactive 3-D display of science concepts using the Science on a Sphere installations can lead to interactive use of other large public display installations such as walls or large screen projection. This capability would extend the ability of users to derive greater use of these visually driven devices for learning STEM concepts and content.