Skip to main content

Community Repository Search Results

resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
DATE:
TEAM MEMBERS: Barbara Flagg Allan Brenman
resource project Media and Technology
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
DATE: -
TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Media and Technology
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. This project is funded by the Advancing Informal STEM Learning (AISL) 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.
DATE: -
TEAM MEMBERS: Michael Rosenfeld Sarah Goforth Amy Bolton
resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed for use by educators, students, and teens to engage learners with authentic data, processes, and tools of working scientists. The present evaluation study sought to investigate the outcomes achieved by users of the third NOVA Labs platform developed: Cloud Lab. The intended outcomes identified for student users were that they would: • Be able to successfully work with the real data provided in the Cloud Lab; • Demonstrate ability to interpret and use scientific data and tools; • Engage with real scientific data through the
DATE:
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
DATE:
TEAM MEMBERS: National Geographic Society Mary Ford
resource evaluation Media and Technology
In 2009, NSF funded development of Model My Watershed (MMW), a place-based, watershed cyber-modeling tool for middle and high school students and teachers. The online learning tool encourages students to investigate their neighborhoods and use scientific reasoning with real-world decision-making models similar to those used by STEM professionals to simulate systems and analyze processes. The project also sought to increase youth interest in possible opportunities in the STEM workforce and to aid in development of knowledge about earth science. This summary represents the first of a two-phase
DATE:
TEAM MEMBERS: Stroud Water Research Center John Fraser
resource research Media and Technology
In this article, we describe a preliminary study that integrates research on engineering design activities for K-12 students with work on microworlds as learning tools. Here, we extend these bodies of research by exploring whether - and how - authentic recreations of engineering practices can help students develop conceptual understanding of physics. We focus on the design-build-test (DBT) cycle used by professional engineers in simulation-based rapid modeling. In this experiment, middle-school students worked for 10 hr during a single weekend to solve engineering design challenges using
DATE:
TEAM MEMBERS: Gina Navoa Svarovsky David Williamson Shaffer
resource project Media and Technology
The Children’s Museum developed From the Blue Planet to the Red Planet: Exploring Planetary Science to provide opportunities for students in grades 4 through 8, teachers, and families to learn about Mars exploration. The Museum partnered with the Connecticut Center for Advanced Technology (CCAT) on four teacher professional development modules related to aspects of planetary science: soil and plant study, air pressure, robotic exploration, and the comparison of Mars and Earth. Teachers who attended free workshops could bring students to the Museum for classroom and planetarium experiences. The Museum received support from Central Connecticut State University and technical advice from Phoenix Project scientists at JPL. The Museum created a timeline of Mars exploration history with video clips of milestones and an accompanying quiz kiosk. CCAT created virtual Mars drive-through experiences with which visitors could explore the planet. The Travelers ScienceDome Planetarium staff wrote, directed, and animated a full-dome planetarium program about the future study of Mars that was finished in December 2012. For over two years the Museum has sponsored free, monthly Mars Madness programs during which the general public can visit the exhibit, see a Mars-related planetarium program, and test out some of the hands-on activities developed for the school groups. The Museum hoped to reach a diverse audience, especially, those people who might otherwise not afford admission. We have produced four teacher professional development guides with hands-on activities, an exhibit for our facility, a dedicated website, and a planetarium program.
DATE: -
TEAM MEMBERS: Bob Griesmer
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
DATE: -
TEAM MEMBERS: MARIA XANTHOUDAKI
resource research Media and Technology
Presentation on NSF grant DRL-1011086 (""The Nexus of Energy, Water, and Climate: From Understanding to Action"") presented at the CAISE Convening on Sustainability Science and Informal Science Education, February 6th, 2012.
DATE:
TEAM MEMBERS: Michael Mayhew
resource project Media and Technology
MarsQuest Online is an exploration-based website designed to complement the innovative MarsQuest traveling exhibit launched by the Space Science Institute (SSI) in 1997. "MarsQuest Online" will enhance and extend the exhibit, which is currently on a six-year, 18-city tour. TERC, working in collaboration with the Space Science Institute and NASA's Jet Propulsion Laboratory (JPL), will create a virtual version of the exhibit using software such as Java, Quicktime VR and JPL's sophisticated MarsNet Viewer system. Users will be immersed in an integrated, interactive environment complete with the tools and resources to carry out investigations and enhance inquiry-based learning. "MarsQuest" will expand users' understanding of the history of Mars, scientific exploration, the climate and related earth science concepts, while enabling them to follow the exploration of various landers and orbiters, and access NASA scientists. A diverse collection of Guided Inquiry experiences will foster the ability of users to develop inquiry and analysis skills, while offering options for novice, intermediate and advanced learners. Finally, a comprehensive evaluation plan will examine how the website and exhibit compare in promoting the understanding of science, broadening public interest in space exploration, and motivating further learning. The site will be promoted for use by schools as a tool for teaching earth science and space exploration. It is estimated that 300,000 people will visit "MarsQuest Online" annually.
DATE: -
TEAM MEMBERS: Daniel Barstow Paul Dusenbery Paul Andres Chris Randall
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
DATE: -
TEAM MEMBERS: Judy Diamond