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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 project Public Programs
This project will be conducted by a team of investigators from North Carolina State University. The principal investigator proposes to examine the characteristics, motivations, in and out-of-school experiences, informal science activities, and career trajectories of 1000 science hobbyists and "master hobbyists." Master hobbyists are individuals who have developed science expertise and spend considerable free time engaging in science as a leisure activity. Master science hobbyists are found across most areas of science (e.g. birdwatchers, amateur astronomers). This research will determine who these individuals are, their career pathways, how they engage in science activities and what motivates, sustains, and defines their science interests. One of the particular goals of this research is to develop new understandings of how science hobby interests develop for women and underserved minorities. In the proposed research investigators will use the results of interviews and surveys to identify contextual factors that influence the motivational processes that, in turn, influenced choices of careers and contribute to ongoing choices in hobby and citizen science activities. Of interest in this study is how citizen scientists who are also serious hobbyists differ from master science hobbyists. Research on citizen scientists has shown that this group is highly motivated by collective motives (such as a desire to help others and further science), whereas this may not be the case with the master science hobbyist. Two groups will be sampled: a) birdwatchers and b) amateur astronomers. This sampling model will allow investigators to contrast their findings by: 1) those who have selected a science career versus those that did not select a science career, 2) those who participate in citizen science activities and those that do not, and 3) those who are birdwatchers (greater mathematical components) and those who are amateur astronomers (lesser mathematical components). Additional coding and analyses will examine any differences in the evolution of bird watching and astronomy hobbies. The results of this research will be examined in light of existing motivational and sociocultural models of career selection. This research will document differences in the perceived motivational elements that influenced master science hobbyists/citizen scientists to choose a science career or not. The results can inform federal, state, and local policies for supporting youth and adults engaged in free choice learning. Results of this research will inform the design of intervention/recruitment programs and ISE outreach initiatives. Potential audiences include ISE institutions (e.g. museums and science centers), organizations with links to STEM (e.g. scouts, boys/girls clubs) and pre- and college initiatives that seek to influence career choices and life-long science interests. The proposed cross-disciplinary approach will promote new understandings of complex issues related to motivation, retention, career selection, leisure activities, engagement with formal and informal educational environments, gender and ethnicity, communities of practice and changes in interests over time. Members of the advisory board have expertise in assessment and measurement and will work closely with the project team to conduct a detailed examination of methodologies and analyses at all phases of the project.
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TEAM MEMBERS: Melissa Jones Thomas Andre
resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
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TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource project Public Programs
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Karen Carney Michael Raddick Pamela Gay
resource project Media and Technology
The University of Chicago's Yerkes Observatory, the National Radio Astronomy Observatory, the University of North Carolina, the Astronomical Society of the Pacific, and 4-H are collaborating to provide professional development to 180 4-H leaders and other informal science educators, and engage 1,400 middle school youth in using research-grade robotic telescopes and data analysis tools to explore the Universe. Youth participating in 4H-based out-of-school programs in Wisconsin, West Virginia and North Carolina are learning about the universe and preparing for STEM careers by conducting authentic astronomy research, completing astronomy-related hands-on modeling activities, interacting with astronomers and other professionals who are part of the Skynet Robotic Telescope Network, and interacting with other youth who part of the Skynet Junior Scholars virtual community. The project is innovative because it is providing a diverse community of 4-H youth (including sight- and hearing-challenged youth and those from underrepresented groups) with opportunities to use high-quality, remotely located, Internet-controlled telescopes to explore the heavens by surveying galaxies, tracking asteroids, monitoring variable stars, and learn about the nature and methods of science. Deliverables include (1) online access to optical and radio telescopes, data analysis tools, and professional astronomers, (2) an age-appropriate web-based interface for controlling remote telescopes, (3) inquiry-based standards-aligned instructional modules, (4) face-to-face and online professional development for 4-H leaders and informal science educators, (5) programming for youth in out-of-school clubs and clubs, (6) evaluation findings on the impacts of program activities on participants, and (7) research findings on how web-based interactions between youth and scientists can promote student interest in and preparedness for STEM careers. The evaluation plan is measuring the effectiveness of program activities in (1) increasing youths' knowledge, skills, interest, self-efficacy, and identity in science, including youth who are sight- and hearing-impaired, (2) increasing educators' competency in implementing inquiry-based instruction and their ability to interact with scientists, and (3) increasing the number of Skynet scientists who are involved in education and public outreach.
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TEAM MEMBERS: Richard Kron Suzanne Gurton Daniel Reichart Sue Ann Heatherly
resource project Media and Technology
StarTalk Radio will develop a highly innovative new genre of science radio that bridges the intersection between popular culture and science education. Host of the show and project PI is Dr. Neil deGrasse Tyson, renowned scientist, astrophysicist, popular science author and director of the Hayden Planetarium in New York City. The radio programs will combine comedy, references to pop culture, and public fascination with space science to reach an untapped audience for the informal science field--those who listen to commercial talk radio call-in shows. The STEM content will include astronomy, astrophysics, astrobiology, space exploration, earth system science, and associated technologies. Goals and intended outcomes of the project include increasing knowledge and interest of space science topics, and motivating audiences to pursue additional learning acitivities as the result of listening to the programs. This project builds on a previous SGER grant (#0852400) which produced 13 pilot programs and was evaluated by Multimedia Research. Project deliverables include 39 one-hour live call-in shows a year for a total of 117 shows over three years, a website, and a business strategy that projects making the radio programs self-sustaining. Dr. Tyson will be the host, and each program will include a celebrity guest who has a strong interest in science. The target audience for the show is the "blue collar intellectual" audience segment who listens to commercial talk radio, has a high school education or less and is in the 25-44 year old range. It is estimated that there will be one million listeners per week by the end of the project. People with disabilities (deaf and visually impaired) will have access to the products through captioning and other features on the website. Project partners include CBS Radio, CBS/AOL, and Discover Magazine. Formative evaluation of these new shows and website will be conducted by Multimedia Research. The Goodman Research Group (GRG) will conduct the summative evluation to assess the extent to which the project accomplishes the goals and specifically will gather and analyze data on the previously untappped and underserved audiences. The evaluation will examine the differences in impact on Science Novices and Science Enthusiasts, asking questions about how the programs increase awareness of scientific issues, and their effects on society and culture, as well as factual knowledge. Methods include multi-level, quasi-experimental, and longitudinal episode assessments. Potential impacts on the field of informal science education include opening up a new commercial radio audience for informal science learning, increasing knowledge about effective approaches to combining humor and science, and demonstrating an effective business model that results in a self-supporting show about science on commercial radio.
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TEAM MEMBERS: Neil deGrasse Tyson Barbara Flagg
resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG), a Cambridge-based research firm specializing in the evaluation of educational programs, conducted the summative evaluation of StarTalk. The overall focus was to examine how well the joint presentation of science and humor reaches a public audience, including an audience not typically exposed to informal science learning, and how well it engages and informs them, such that they are motivated to continue learning more. Primary evaluation research questions included: 1. To what extent does exposure to StarTalk lead to increased interest in and knowledge of
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TEAM MEMBERS: Elizabeth Bachrach Karina Lin Emma Lukasiewicz Danielle Smith Irene F Goodman
resource research Media and Technology
The Zooniverse projects turn everyday people into "citizen scientists" who work online with real data to assist scientists in conducting research on a variety of topics related to galaxies, exoplanets, lunar craters, and solar flares, among others. This paper describes our initial study to assess the conceptual knowledge and reasoning abilities of citizen scientists participating in two Zooniverse projects: Galaxy Zoo and Moon Zoo. In order to measure their knowledge and abilities, we developed two new assessment instruments, the Zooniverse Astronomical Concept Survey (ZACS) and the Lunar
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TEAM MEMBERS: Edward Prather Sebastien Cormier Colin Wallace Chris Lintott Jordan Raddick Arfon Smith
resource research Public Programs
Citizen science, in which volunteers work with professional scientists to conduct research, is expanding due to large online datasets. To plan projects, it is important to understand volunteers' motivations for participating. This paper analyzes results from an online survey of nearly 11 000 volunteers in Galaxy Zoo, an astronomy citizen science project. Results show that volunteers' primary motivation is a desire to contribute to scientific research. We encourage other citizen science projects to study the motivations of their volunteers, to see whether and how these results may be
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TEAM MEMBERS: M. Jordan Raddick Georgia Bracey Pamela Gay Chris Lintott Carie Cardamone Phil Murray Kevin Schawinski Alexander Szalay Jan Vandenberg
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
SciGirls and Citizen Science: Real Data, Real Kids, Real Discoveries SciGirls is showcasing Citizen Science! From their own backyards to a NASA research center, the bright, relatable, real girls featured on the groundbreaking PBS series are seriously into science, technology, engineering and math, or STEM. And Season Three of SciGirls finds these STEM adventurers tracking toads, counting clouds and much more, all in the name of citizen science. The brand-new season of the Emmy-winning show, featuring six stand-out episodes, debuted April 2015 on PBS KIDS (check local listings) and online at http://pbskids.org/scigirls. Citizen science is the newest STEM frontier that engages the general public –and kids – in real science. Scientists worldwide invite ordinary people—like the SciGirls—to observe and record data about everything from birds to beaches, monarch butterflies to maple trees. The data is then shared with scientists, who use it to generate new scientific knowledge. In six exciting new episodes, middle school girls and their female STEM professional mentors hit the great outdoors, cataloging frog calls, tracking the changing seasons, verifying satellite imagery of clouds, monitoring fragile butterfly populations, improving urban bird habitats, and advocating for healthy oceans. In addition, animated characters Izzie and Jake are back and finding themselves in sticky situations that can only be solved by STEM—and the SciGirls. When the SciGirls share their data with professional scientists, they save the day for Izzie and Jake and help save the environment! The new mobile-friendly website at http://pbskids.org/scigirls lets kids play new games, watch episodes and videos, and connect with fellow STEM explorers anywhere, anytime. “Collaboration is the key to successful citizen science,” said SciGirls executive producer Richard Hudson. “Since SciGirls’ beginning, working together—making discoveries, mistakes and friends—is one of the important research-based methods we use to engage girls around STEM. This new season underscores the importance of collaboration within the scientific research community and workforce. SciGirls is fortunate to have powerful partners advising us about citizen science, including the Cornell Lab of Ornithology, NASA and SciStarter.” The SciGirls creative team is headed by Twin Cities Public Television’s Director of Science Content Richard Hudson, Executive Producer of the long-running PBS children’s science series Newton's Apple and creator of DragonflyTV and the SciGirls initiative. Animation is created by Soup2Nuts, producers of PBS’ WordGirl. Strategic partners for the new series are the Cornell Lab of Ornithology, Rick Bonney co-PI, and the National Girls Collaborative Project, co-PI Karen Peterson. SciGirls is made possible by a major grant from the National Science Foundation. Additional funding is provided by INFOR, Northrop Grumman Foundation, and PPG Industries Foundation.
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