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resource research Media and Technology
This article reviews current research on informal science learning through news media. Based on a descriptive model of media-based science communication we distinguish between (a) the professional routines by which journalists select and depict scientific information in traditional media and (b) the psychological processes that account for how media recipients select, process and integrate such information. We argue that science literacy and media literacy in laypersons can be promoted by combining insights from the research on mass media production, laypersons’ reception processes and the
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TEAM MEMBERS: Michaela Myer Tobias Rochmund Andrea Retzbach Lukas Otto John Besley
resource project Public Programs
The Museum of Science will launch the "Collaboration for Ongoing Visitor Experience Studies" (COVES) project to construct an infrastructure for collaboration, which will unite science centers across the country in the systematic collection, analysis, and reporting of visitor experience data. The COVES program will develop common instruments for studying visitors in science museums and provide staff training on how to use these instruments and how to make sense of findings. The collaborative effort will enable participating science centers to become data-driven organizations focused on their audiences and will allow museums to learn from one another.
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resource research Media and Technology
The concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document an out-of-school intervention intended to direct toward intentional learning in STEM that taps interest and motivation. The investigation focused on how Ryan and Sam interacted with the designed elements of Studio STEM and whether they became more engaged to gain deeper learning about science concepts related to energy sustainability. The
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TEAM MEMBERS: Michael Evans Megan Lopez Donna Maddox Tiffany Drape Rebekah Duke
resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource research Public Programs
Millions of children visit zoos every year with parents or schools to encounter wildlife firsthand. Public conservation education is a requirement for membership in professional zoo associations. However, in recent years zoos have been criticized for failing to educate the public on conservation issues and related biological concepts, such as animal adaptation to habitats. I used matched pre- and postvisit mixed methods questionnaires to investigate the educational value of zoo visits for children aged 7–15 years. The questionnaires gathered qualitative data from these individuals, including
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TEAM MEMBERS: Eric Jensen
resource research Exhibitions
The United Nations Strategic Plan for Biodiversity 2011-2020 is a key initiative within global efforts to halt and eventually reverse the loss of biodiversity. The very first target of this plan states that "by 2020, at the latest, people are aware of the values of biodiversity and the steps they can take to conserve and use it sustainably." Zoos and aquariums worldwide, attracting more than 700 million visits every year, could potentially make a positive contribution to this target. However, a global evaluation of the educational impacts of visits to zoos and aquariums is entirely lacking in
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TEAM MEMBERS: Andrew Moss Eric Jensen Markus Gusset
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource project Media and Technology
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
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resource project Media and Technology
Focusing on climate change and its impact on coastal zones and marine life, Visualizing Change will build educator capacity in the aquarium community and informal science education field. Building on NOAA datasets and visualizations, we will provide interpreters with strategic framing communication tools and training using the best available social and cognitive research so that they can become effective climate change educators. Objectives are to (1) Develop and test four exemplary interpretive "visual narratives" that integrate research-based strategic communication with NOAA data visualization resources; (2) Test the application of the visual narratives in a variety of geographic regions, institution types (aquarium, science center, etc.), and using multiple technology platforms (Science on a Sphere, Magic Planet portable globe display, iPad/tablets, and video walls); (3) Build a professional development program for climate change interpretation with data visualization; and (4) Leverage existing networks for dissemination and peer support.
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resource project Professional Development, Conferences, and Networks
Carbon Networks addresses the disconnect between scientific evidence and the public’s understanding of the impacts of ocean acidification and carbon dioxide in the atmosphere. The project will develop and implement professional development for informal and formal educators in the use of authentic ocean and atmospheric data to create meaningful place-based education narratives and activities about these impacts. It will bring together three diverse, informal education partners --the Exploratorium in San Francisco, the Waikiki Aquarium in Hawaii, and the Pacific Science Center in Seattle--in a collaborative project to co-design educator professional development workshops and content and implement training programs in their respective institutions. By connecting local ocean and atmospheric data with that of regional, Pacific and global systems, Carbon Networks creates a new approach to understanding global environmental change by relating it to the local environments that are most relevant to people’s lives.
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TEAM MEMBERS: Mary MIller Andrew Rossiter Keni Sturgeon
resource project Media and Technology
This project supports environmental education and outreach activities that promote the ocean and coastal stewardship and climate literacy goals of NOAA and the National Marine Sanctuary Foundation. Specifically, the partnership supports: (1) development of education and outreach materials; (2) professional development to educators and science communicators, (3) competitions that promote the goals of the partnership; (4)the activities of the Science on a Sphere Users' Collaborative Network; and (4) evaluation of partners' programs.
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TEAM MEMBERS: Allison Alexander
resource project Public Programs
The Ocean Project will empower America's zoos, aquariums and science museums to become centers of innovation and effective leadership for healthy oceans and conservation in their communities, providing meaningful engagement opportunities for their 200 million annual visitors to become involved in helping with solutions. To help them do so, The Ocean Project is launching a competitive Innovative Solutions Grants Program that will provide financial resources for zoos, aquariums and science museums to develop innovative local and regional ocean conservation solutions and stewardship initiatives, with a special emphasis on engaging youth and minorities. To leverage and maximize the benefit of this small grants program, The Ocean Project will also provide the awardees with opportunities for capacity building in strategic communications and share the resulting new strategies and successes with our growing partner network of 2000 zoos, aquariums, science museums and other conservation and education organizations in all 50 States and worldwide.
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TEAM MEMBERS: William Mott