Skip to main content

Community Repository Search Results

resource project Media and Technology
The project will increase the effectiveness of informal science educators to promote public understanding of three complex topics that impact the ocean (oil spills, ocean acidification, and energy literacy) and encourage stewardship of ocean and coastal resources. This project will have a direct impact on 252 interpreters in and around Alaska, California, and Florida through 12 weeklong trainings. Groups of interpreters will develop, assemble and produce online training toolkits, all of which will be widely disseminated to the ISE community. Each toolkit will utilize NOAA multimedia content, data visualization products, literature, expertise and other relevant resources. Project participants--who interact with a diverse mix of local, regional, national and international visitors (including underserved local populations)--will provide enhanced training content for their colleagues through guide/interpreter training, a workshop, presentations at conferences, and online networks.
DATE: -
TEAM MEMBERS: Laurie Morrow Cynthia Vernon Debbie Stone
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.
DATE: -
resource research Public Programs
This is an extensive international bibliography of zoo-based visitor studies and exhibit evaluations, which includes more than 6,000 references.
DATE:
TEAM MEMBERS: Harvey Schram
resource project Media and Technology
"Black Sun" is a full-length documentary film focusing on the life and research of two African American solar astrophysicists: Dr. Hakeem Oluseyi of the Florida Institute of Technology and Dr. Alphonse Sterling of the NASA Marshall Space Flight Center. Black Sun depicts underrepresented minority scientists in ways that challenge common preconceptions, and will inspire young people (particularly minorities) to consider STEM fields as a viable and exciting career option. In particular, the film shows the lives of the scientists, the scientists taking scientific observations and doing analysis, and discussing their results. Black Sun is centered on the two solar eclipses this year (2012): The May 20 annular eclipse and the November 13-14 total eclipse. This NSF RAPID grant funds the filming of the total solar eclipse in Cairns, Australia, where Drs. Sterling and Oluseyi and their team of students will conduct measurements focused on studying the extended solar atmospheric plasma.

The primary broader impacts goal is to increase minority participation in STEM fields. Black Sun will be "advancing discovery and understanding while promoting teaching, training and learning," by showing both the science and the personal aspects of minority astrophysicists. Dissemination will be done via screenings in academic settings (particularly minority-serving institutes), entry into film festivals, and promotion to science TV programs. We have already partnered with several HBCUs to screen "Black Sun".
DATE: -
TEAM MEMBERS: Romeel Dave Jarita Holbrook
resource research Public Programs
The starting point of the Evaluating Evaluation project was our impression that despite the substantial resources that are spent on the summative evaluation of museums and galleries the research has little impact and largely remains ineffectual. With support from the Wellcome Trust and the Heritage Lottery Fund, we set out to see why this seems to be the case and to explore whether there are ways in which the impact of summative evaluations on knowledge and practice might be enhanced. To this end, we reviewed a substantial number of reports, undertook a range of interviews and held two
DATE:
TEAM MEMBERS: Maurice Davies Christian Heath
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.
DATE: -
TEAM MEMBERS: William Mott
resource research Public Programs
On March 14-15, 2013, representatives of eight members of Coastal America’s Coastal Ecosystem Learning Center (CELC) network met at the Aquarium of the Pacific in Long Beach, California. The primary goal of the workshop was to explore ways of energizing all, or portions, of the network to engage, educate, and empower the public on major coastal, ocean and environmental issues. The particular issue that was used as the point of departure was “Increasing Community Resilience to Extreme Weather-Related Events.” Support for the workshop was provided by the NOAA Office of Education.
DATE:
TEAM MEMBERS: Jerry Schubel Jerry Enzler Allen Munroe Thomas Schmid
resource project Public Programs
This project will convene a workshop to develop a framework to support Coastal Ecosystem Learning Centers in delivering coordinated educational programming focused on weather-related events. The workshop will be organized by a collaborative group of aquariums and involve institutions from multiple regions of the United States. It will be held at the Aquarium of the Pacific in the winter or early spring of 2013.
DATE: -
TEAM MEMBERS: Jerry Schubel
resource project Public Programs
This project will expand and enhance an initiative that offers zoos, aquariums, and science museums the market research they need to engage and motivate the public on issues related to the ocean and climate change. The three-year project will measure changes in public awareness and action on ocean and climate-related issues. It will integrate these research findings into recommendations offered to staff working at zoos, aquariums, and science museums as well as to the ocean conservation community and provide professional development for staff members at these institutions in order to support and shape public outreach efforts that connect climate change, the ocean and individual actions, especially among our nation's youth.
DATE: -
TEAM MEMBERS: William Mott
resource project Media and Technology
The project team is developing a prototype of a web-based game utilizing the illustrations of chemical elements and science terms created by Simon Basher in his three books, The Periodic Table: Elements with Style!, Chemistry: Getting a Big Reaction!, and Physics: Why Matter Matters! The game will incorporate augmented reality (person-to-person gameplay with the support of the software) to teach grade 4 to 6 students science concepts, including an introduction to chemistry. The game will include curriculum support materials. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
DATE: -
TEAM MEMBERS: Victoria Van Voorhis
resource project Media and Technology
Purpose: The United States (U.S.) has traditionally produced the world’s top research scientists and engineers, leading to breakthrough advances in science and technology. Despite the importance of STEM careers, many U.S. students are not graduating with strong STEM knowledge, skills or interests, and the percentage of students prepared for or pursuing STEM degrees or careers is declining. Research shows that the decreased interest in STEM typically begins in the middle school years, pose significant academic and social challenges for students. This project will develop a web-based game teach 6th to 8th students key scientific inquiry skills, along with the academic mindsets and learning strategies to facilitate engagement and effective science learning.

Project Activities: The researchers will create a prototype by mapping key Next Generation Science Standards and learning goals with concepts and content, and producing a game design document. Following completion of the prototype, the researchers will finalize the server architecture, create the core code systems, concept art, and develop a prototype in order to simulate the final user experience. Iterative refinements will be conducted as needed at major production milestones until the game is fully functional. Once development is complete, the research team will assess the usability and feasibility, fidelity of implementation, and the promise of the game to improve outcomes in a pilot study. In this study, 200 students in 10 classes will participate, with 5 of the classrooms randomly assigned to use the game and 5 who will proceed as normal. All students will complete pre- and post- program surveys assessing their academic mindsets, learning strategies, and science skills.

Product: This project will develop SciSkillQuest, a web-based multiplayer game intended to teach middle school students scientific inquiry skills and to foster academic growth mindsets in science. Students will pursue quests, employing inquiry skills to navigate and succeed in the game, including Questioning, Modeling, Investigating, Analyzing, Computing, Explaining, Arguing, and Informing. The game will include different paths to a solution, role playing elements, immersive narratives, challenge-based progressions, and peer collaboration to engage players. The growth mindset message — that ability and skill are developed through effort and learning — will be introduced and reinforced through feedback by embedded in-game characters. The games will be supplemental to the curriculum but will also be designed to be integrated within instructional practice. The game will be available for mobile devices as well as web browsers.
DATE: -
TEAM MEMBERS: Lisa Sorich Blackwell
resource project Media and Technology
Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.

Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.

Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
DATE: -
TEAM MEMBERS: David Langendoen