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resource project Media and Technology
Connecting Tennessee to the World Ocean is a three-year capacity building project of the Tennessee Aquarium and its partners, the Hamilton County Department of Education, Calvin Donaldson Environmental Science Academy, and NOAA's National Weather Service. Expanded capacity, in turn, allows the institution to reach a broader audience with a message connecting Tennessee's waterways to the world ocean. Primary project outcomes are increased ocean literacy and expanded ocean stewardship ethics in targeted Aquarium audiences. A series of specific activities focused on ocean literacy and global change make this possible, including expanding Aquarium classroom capacity by 60% to serve more students, expanded videoconferencing opportunities in partnership with NWS, free admission and programming for underrepresented students from across the region, expanded educational opportunities on the Aquarium s website, updated interpretive panels focusing on global change, installation of a NOAA WeatherBug station, a civic engagement series, and professional development for Aquarium educators.
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TEAM MEMBERS: George Bartnik
resource project Media and Technology
Teen Conservation Leadership is a major integration and expansion of the Monterey Bay Aquarium's existing teen education programs (Student Oceanography Club, Young Women in Science and Student Guides). The project is growing and enhancing these programs through the following activities: - Service-Learning and Leadership Activities, including: Guest Service Track: professional development and training as interpreters Camp and Club Track: serving as a mentor for other participants Program Track: assisting in the delivery of programs - Conservation and Science Activities, including participating in and leading projects with local organizations, and participating in technologically facilitated outdoor learning experiences - Teen Network and Technology Activities, including onsite networking and information sharing through Web 2.0 technology The project will reach 930 teens. Each teen will provide 200 service-learning hours per year. The sequential nature of this project will encourage many teens to participate for multiple years.
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TEAM MEMBERS: Rita Bell
resource project Public Programs
Exploring Ocean Science from Space (EOSS) is an integrated program of marine life exhibits and science programming designed to bring broader awareness of NASA’s ocean research and Science, Technology, Engineering and Mathematics (STEM) to our staff, volunteers, students, their families and teachers, as well as the visiting public. The Seattle Aquarium was the lead institution, and partnered with NASA and NOAA.  The project’s goal to advance NASA’s commitment to share its research through informal education and helping more than 1.5 million people better understand the role of oceans in our earth system while they increase their STEM literacy has been achieved.  The project created and implemented a wide range of programs and products including a teen intern program, interpretive programming, special events, Bering Sea Bingo educational game, hands-on activity kits including Wi-Fi enabled tablets to utilize online NASA content for interpretation, exhibit improvements to enhance the learners’ experience, electronic interactive stations, and a self-guided Aquarium workbook.
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TEAM MEMBERS: Robert Davidson
resource research Public Programs
This study explores how activities developed by science experts in partnership with middle school teachers were employed and interpreted. The goals of this partnership were to (a) help the science teacher meet earth science content standards in new ways, (b) expose students to 'real world' experiences outside their school setting, and (c) positively impact teacher practice by providing a program to be used as a catalyst for future learning. Over 300 sixth graders mostly underrepresented science students attended activities at an aquarium serving an urban West Coast urban context. Science
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TEAM MEMBERS: Randy Yerrick Danielle Beatty-Adler
resource research Public Programs
The purpose of this study was to investigate how situational interest of high school students was triggered during a field trip to an aquarium. Although the role of museums in stimulating interest among students has been acknowledged for some time, empirical evidence about how the specific variable of a museum setting might trigger situational interest is almost nonexistent. The present study was conducted as a case study to provide an inductive, explorative investigation of how situational interest emerged during the field trip. A situative approach to the study of interest was applied in the
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TEAM MEMBERS: Niels Bonderup Dohn
resource research Public Programs
This technical report summarizes the statistical analyses used to determine how well the Measuring Activation (MA) instrument developed through the Science Learning Activation Lab project gathers appropriate information about the five dimensions of activation. The MA instrument was designed to evaluate the impact of science-learning programs and experiences on activation, and contains a series of survey items organized around five identified dimensions of activation. The five dimensions of activation are: fascination, values, perceived autonomy, competency beliefs, and scientific sensemaking.
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TEAM MEMBERS: University of Pittsburgh Debra Moore Meghan Bathgate Joo Chung Mac Cannady
resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman