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resource evaluation Public Programs
Growing Beyond Earth (GBE) is Fairchild’s NASA-funded classroom science project designed to advance research on growing plants aboard spacecraft. As NASA looks toward a long term human presence beyond Earth orbit, there are specific science, technology, engineering, and math (STEM) challenges related to food production. GBE is addressing those challenges by expanding the diversity and quality of edible plants that can be grown in space. On Earth, GBE is also improving technologies for gardening in urban, indoor, and other resource-limited settings. GBE is unique in its focus on real
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TEAM MEMBERS: Marion Litzinger Catherine Raymond Carl Lewis Amy Padolf
resource project Media and Technology
The New York Hall of Science (NYSCI) will develop, test, market, and disseminate an interactive graphic novel iBook that will use the interests of young people (ages 10–14) in animals and comics to engage them in learning about health and clinical research. Provisionally called “Transmission: Astonishing Tales of Human-Animal Diseases,” the project represents a new approach to engaging young people in biomedical science learning.

Graphic novels are one of the fastest growing categories in publishing and bookselling, and today, they are significantly more sophisticated than the comics that came before them. They are also enormously popular among young people. The proposed graphic novel iBook will focus on the diseases that humans and animals share and pass between them (sometimes to devastating consequences), from Ebola, bird flu, and West Nile disease to influenza, measles, and pneumonia. Moreover, like many other contemporary graphic novels, it will address a pressing issue of the day—amely, the growth of zoonotic and anthropozoonotic diseases.

The iBook will be developed in a digital, interactive format (a growing trend within the genre) and, like many graphic novel titles, will take a mystery and forensic crime approach to exploring its content. Ultimately, Transmission will become a national model for conveying biomedical understanding through the use of up-to-the-minute interactive iBook technologies and an engaging graphic novel format.
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TEAM MEMBERS: martin weiss Geralyn Abinader
resource project Public Programs
This project will examine the characteristics and outcomes of a large sample of environmental education field trip programs for youth to elucidate program characteristics that most powerfully influence 21st century learning outcomes. Environmental education programs for youth, particularly day-long school trip programs, are popular and reside at the intersection of formal and informal STEM education. Such field trips provide opportunities for diverse audiences to participate in shared learning experiences, but current understanding of what leads to success in these programs is limited. This large-scale study will address this gap in knowledge by investigating the linkages between program characteristics and participant outcomes for at least 800 single-day environmental education field trip programs for youth in grades 5-8, particularly programs for diverse and underserved audiences. This study will result in the identification of evidence-based practices that will inform future program design for a wide variety of settings, including nature centers, national parks, zoos, museums, aquaria, and other locations providing informal environmental education programs.

This Research in Service to Practice study is guided by two research questions: 1) What program characteristics (context, design, and delivery) most powerfully influence learner self-determination and learner outcomes? And 2) Do the most influential program characteristics differ across diverse and underserved audiences (e.g. African American, Hispanic/Latino, economically disadvantaged) and contexts (e.g. rural versus urban)? This project will examine a wide range of program-related factors, including pedagogical approaches and contextual characteristics. A valid and reliable protocol for observing 78 program characteristics hypothesized to influence learner outcomes developed by a previous project will be used to systematically sample and observe 500 single-day environmental education field trip programs for youth in grades 5-8 distributed across at least 40 U.S. states and territories. Programs for diverse and underserved youth will be emphasized, and a diverse set of programs in terms of program type and context will be sought. Data from this sample will be combined with those of an existing sample of 334 programs provided by over 90 providers. The final combined sample of over 800 programs will provide sufficient statistical power to confidently identify which program components are most consistently linked with learning outcomes. This sample size will also enable stratification of the sample for examination of these relationships within relevant subpopulations. Principal component analyses will be used to reduce data in theoretically meaningful and statistically valid ways, and multilevel structural equation modeling will be employed to examine the influences of both participants' individual characteristics and program and context characteristics on participant outcomes. Since one research question focuses on whether program outcomes are the same across different audiences, the project will include at least 200 programs for each of three specific audiences to ensure sufficient statistical power for confidence in the results: primarily African American, primarily Hispanic/Latino, and primarily White.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Robert Powell Marc Stern Brandon Frensley
resource research Professional Development, Conferences, and Networks
BioEYES is a K-12 science outreach program that develops self-sustaining teachers as a replication strategy to address high demand for the program while promoting long-term school partnerships. This paper explores the practices of “model teachers” from multiple grades, who are empowered over a three-year period to deliver BioEYES’ hands-on science content autonomously, as compared to the program’s standard co-teaching model (BioEYES educator + classroom teacher). The authors found that BioEYES’ professional development (PD) workshop, classroom co-teaching experience, and refresher trainings
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TEAM MEMBERS: Jamie Shuda Valerie Butler Robert Vary Steven Farber
resource research Public Programs
This is a summary description of the 2018 Summer Science Camp offered by the Morgridge Institute for Research at the Discovery Building on the UW-Madison campus. The camp has been offered annualy since 2007, and the 2018 evaluation produced some specific ideas for improving the camp. Since 2007, more than 300 students from rural Wisconsin high schools have attended the camp. This population has less access to the many educational advantages that regular internet access affords their urban counterparts. The science camp team is exploring how to carry out a study of camp alumni.
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resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource evaluation Media and Technology
This report summarizes evaluative findings from Computational Thinking in Ecosystems project, and the resulting product, i.e., a functional draft of a game called “The Pack.” Evaluative efforts included gathering feedback from key stakeholders—including members of the design based research (DBR) team members at the New York Hall of Science (NYSCI) along with advisors and project partners— about the game and the DBR process, as well as an independent assessment of the game via feedback from educators and a round of play-testing with youth.
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TEAM MEMBERS: Jennifer Borland
resource research Public Programs
How does focusing on “community science literacy” change the role of an informal science learning center? This poster was presented at the 2019 NSF AISL Principal Investigators meeting.
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TEAM MEMBERS: Billy Spitzer
resource research Public Programs
Field stations across the United States provide learning opportunities to the general public through their outreach programming. With approximately 78% and 98% of the US population living within 60 and 120 miles of a field station, respectively, stations have the potential to be key providers of informal STEM education. We surveyed a sample of US biological field stations and asked them to describe their outreach programming and goals. Our findings indicate that field stations prioritize outreach by dedicating personnel and fiscal resources, but such initiatives are highly variable in
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TEAM MEMBERS: Rhonda Struminger Jill Zarestky Rachel Short A Michelle Lawing
resource research Exhibitions
This poster, which was presented in Alexandria, VA at the CAISE AISL PI meeting in February 2019, summarizes the LabVenture informal learning experience and the research challenge of leveraging a learning ecosystem frame to understand effects this statewide program may have had over its 14+ years at the student, teacher, school, and community levels.
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resource research Public Programs
BioEYES, a nonprofit outreach program using zebrafish to excite and educate K–12 students about science and how to think and act like scientists, has been integrated into hundreds of under-resourced schools since 2002. During the week-long experiments, students raise zebrafish embryos to learn principles of development and genetics. We have analyzed 19,463 participating students’ pre- and post-tests within the program to examine their learning growth and attitude changes towards science. We found that at all grade levels, BioEYES effectively increased students’ content knowledge and produced
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TEAM MEMBERS: Valerie Butler Jamie Shuda Robert Vary Steven Farber
resource research Media and Technology
This report looks across multiple phases of work to discuss the PLUM Rx project’s contribution to broader knowledge about supporting children’s active, outdoor science exploration in informal, urban settings. The PLUM LANDING Explore Outdoors Toolkit that resulted from this work is designed for use by outdoor prescription programs and a broad range of informal education programs serving urban children and families. This report describes (1) the rationale for the design principles that guided Toolkit development, (2) the Toolkit components developed in accordance with the design principles; and
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TEAM MEMBERS: Marisa Wolsky Mary Haggerty Jessica Andrews Marion Goldstein Lisa Famularo Jamie Kynn Elizabeth Pierson