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resource project Public Programs
Increasingly, the prosperity, innovation and security of individuals and communities depend on a big data literate society. Yet conspicuously absent from the big data revolution is the field of teaching and learning. The revolution in big data must match a complementary revolution in a new kind of literacy, through a significant infusion of STEM education with the kinds of skills that the revolution in 21st century data-driven science demands. This project represents a concerted effort to determine what it means to be a big data literate citizen, information worker, researcher, or policymaker; to identify the quality of learning resources and programs to improve big data literacy; and to chart a path forward that will bridge big data practice with big data learning, education and career readiness.

Through a process of inquiry research and capacity-building, New York Hall of Science will bring together experts from member institutions of the Northeast Big Data Innovation Hub to galvanize big data communities of practice around education, identify and articulate the nature and quality of extant big data education resources and draft a set of big data literacy principles. The results of this planning process will be a planning document for a Big Data Literacy Spoke that will form an initiative to develop frameworks, strategies and scope and sequence to advance lifelong big data literacy for grades P-20 and across learning settings; and devise, implement, and evaluate programs, curricula and interventions to improve big data literacy for all. The planning document will articulate the findings of the inquiry research and evaluation to provide a practical tool to inform and cultivate other initiatives in data literacy both within the Northeast Big Data Innovation Hub and beyond.
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resource research Public Programs
Citizen science offers youth and educators unique opportunities to observe and explore the world through authentic research experiences that are necessary for robust STEM (science, technology, engineering, and math) learning. STEM learning is key to fostering informed and engaged youth who are ready to tackle the challenges of our future. Our increasingly complex world depends on helping youth cultivate skills needed to think critically and creatively about 21st Century challenges— skills such as observation, communication, and data literacy. STEM gives all students the building blocks for
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TEAM MEMBERS: Cornell Lab of Ornithology 4-H
resource research Public Programs
This conference presentation explores the gap between formal education and informal education, with special attention to science center pedagogy.
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TEAM MEMBERS: Hannu Salmi
resource research Public Programs
This conference presentation explores the gap between formal education and informal education, with special attention to science center pedagogy.
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TEAM MEMBERS: Hannu Salmi
resource project Public Programs
By engaging diverse publics in immersive and deliberative learning forums, this three-year project will use NOAA data and expertise to strengthen community resilience and decision-making around a variety of climate and weather-related hazards across the United States. Led by Arizona State University’s Consortium for Science, Policy & Outcomes and the Museum of Science Boston, the project will develop citizen forums hosted by regional science centers to create a new, replicable model for learning and engagement. These forums, to be hosted initially in Boston and Phoenix and then expanded to an additional six sites around the U.S., will facilitate public deliberation on real-world issues of concern to local communities, including rising sea levels, extreme precipitation, heat waves, and drought. The forums will identify and clarify citizen values and perspectives while creating stakeholder networks in support of local resilience measures. The forum materials developed in collaboration with NOAA will foster better understanding of environmental changes and best practices for improving community resiliency, and will create a suite of materials and case studies adaptable for use by science centers, teachers, and students. With regional science centers bringing together the public, scientific experts, and local officials, the project will create resilience-centered partnerships and a framework for learning and engagement that can be replicated nationwide.
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TEAM MEMBERS: Dan Sarewitz
resource project Public Programs
Children in the Norfolk, Va., area will inherit the second highest sea level rise on the East Coast. In response, the non-profit Elizabeth River Project will prepare one of the first comprehensive youth education programs on climate change resilience on this coast. The Elizabeth River Project, working since 1993 to restore the environmental health of the urban Elizabeth River, will deploy its Dominion Virginia Power Learning Barge, “America’s Greenest Vessel,” and its new urban park, Paradise Creek Nature Park, to empower 21,000 K-12 students over three years to become informed decision makers and environmental stewards, prepared to adapt to rising seas. The project primarily will reach under-served schools in Norfolk and adjoining Portsmouth, Va. Lead science partner will be Old Dominion University, on the forefront of climate change research. Other partners include the Chrysler Museum of Art, ground zero for street flooding that has become routine in Norfolk. A youth strategy for the Elizabeth River “watershed” or drainage area will be disseminated nationally internationally by the City of Norfolk through its participation as one the Rockefeller Foundation’s 100 Resilient Cities. The youth strategy will be used by Norfolk to complement its Norfolk Resilience Strategy, prepared so far with adults in mind.
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TEAM MEMBERS: Robin Dunbar
resource evaluation Media and Technology
The Peg + Cat ELM2 project sought to combine robust media-integrated teacher training in both math content and facilitation of classroom and family engagement activities with transmedia resources that parents and children could utilize at home. This cohesive approach resulted in increases in teachers’ confidence in and knowledge about their mathematics instruction, parents’ engagement in activities and conversations with their children around math, and children’s positive and persistent attitudes towards math, as reported by their parents. Taken together, these findings suggest that the Peg +
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resource project Public Programs
The Maritime Aquarium at Norwalk is located at the mouth of the Norwalk River where it flows into Long Island Sound. Its mission is to inspire people to appreciate and protect the Sound and the global environment. Over the past decade, a large percentage of the region’s 23 million people living within 50 miles of the Sound were directly affected by severe weather events, providing a timely opportunity to educate students, teachers and the public about community resilience. In a new three-year program, the Maritime Aquarium will deliver education related to environmental hazards, resilience, and the underlying science to schools from ten towns along or near Connecticut’s coast, including eight in the Natural Hazards Mitigation Plan Draft 2016-2021 for Southwestern Connecticut. In these towns as in many coastal regions, the most significant environmental threats are related to the nexus of land and water. To reflect that nexus, education will occur both in the classroom and on the water, aboard the Aquarium’s hybrid-electric research vessel, Spirit of the Sound. An exhibit featuring NOAA educational assets related to threats and resilience will also build environmental literacy as it engages Aquarium visitors. The project will be supported by an advisory board of local educators, planning and emergency management officials, representatives from Connecticut Sea Grant, the Connecticut Institute for Resilience and Climate Adaptation and the Western Connecticut Council of Governments.
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TEAM MEMBERS: Thomas Naiman
resource evaluation Public Programs
The Extreme Plants Traveling Sideshow is a theatre piece performed at the Natural History Museum of Utah in relation to the special exhibition, The Power of Poison. While NHMU has a history of Museum Theatre performances, this was the first to be performed since its move to the Rio Tinto Center. The goal of this evaluation was to understand the visitor experience with museum theater and museum theatre’s value in communicating science content, as well as to inform future productions at NHMU. With this in mind, we sought answer the following questions: 1. Did guests feel the performance
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TEAM MEMBERS: Kari Nelson
resource project Public Programs
Be a 4-H Scientist! Materials in a Green, Clean World is an inquiry-based science curriculum focusing on concepts of materials; plastics; reuse, recycle, and reduce; and the work of scientists and engineers. It is designed to build foundational skills of science and engineering: observation, asking questions, sorting and classifying, and communicating. The curriculum contains six learning modules intended for delivery in out-of-school time facilitated by an educator (trained volunteers or program staff). Most modules also include a “Science At Home” activity which parents/other adults and children can do at home.
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TEAM MEMBERS: Jennifer Henderson Anne Stevenson Steven Worker Martin Smith Charles Malone Alexa Maile
resource project Media and Technology
Purpose: This project will develop and test Kiko's Thinking Time, a series of game apps designed to strengthen children's cognitive skills related to executive functioning and reasoning. A principle objective of preschool is to prepare children for later success in school. Most programs focus on activities to support children's social and emotional development, and to strengthen pre-reading and mathematics competencies. Fewer programs explicitly focus on fostering children's executive function and reasoning skills—even though research in the cognitive sciences demonstrates these skills also provide a foundation for school-readiness.

Project Activities: During Phase I (completed in 2014), the team developed six prototype games and a teacher portal to track student progress. At the end of Phase I, results from a pilot study with 55 kindergarten students and 5 teachers demonstrated that the games operated as intended. Results indicated that students were engaged based on duration of game play, and that teachers were able to review game data for each child. In Phase II, the team will develop 15 more games and will further refine and enhance the functionality of the teacher portal. After development is complete, a pilot study will assess the feasibility and usability, fidelity of implementation, and the promise of the games for promoting students' executive functioning and reasoning. The researchers will collect data from 200 students in 10 preschool classrooms over 2 months. Half of the students in each class will be randomly assigned to use Kiko's Thinking Time while the other half will play an art-focused gaming app. Analyses will compare pre-and-post scores on measures of student's executive functioning and reasoning.

Product: Kiko's Thinking Time will be an app with 25 games, each based on tasks shown to have cognitive benefits in lab research. Each game will be designed to isolate and train skills related to executive functioning, such as: working memory, reasoning, inhibition, selective attention, cognitive flexibility, and spatial skills. Game play will be self-guided and adaptive, as the software will adjust in difficulty based on student responses. The app will work on tablets, smartphones, as well desktops. In addition, a companion website will allow teachers to track student performance and to obtain educational material around executive function and cognitive development.
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TEAM MEMBERS: Grace Wardhana
resource project Media and Technology
Purpose: Purpose: This project team will fully develop and test Teachley Connect, a platform that syncs a variety of third-party math games to give elementary schools formative assessment data and intervention support. Mobile math games provide opportunities for students to access educationally-meaningful content in and out of the classroom and to supplement instruction. There are a number of examples of math apps that show promise for supporting and assessing student learning in different areas of mathematics, yet few apps in the marketplace provide meaningful data that teachers can use. Many games provide an overall score at the end of the session, but do not help teachers know what skills students are struggling with or how to provide additional support.

Project Activities: During Phase I, (completed in 2015), the team developed a prototype of Teachley Connect, which enables the secure transfer of game and learning data between third-party math games and the Teachley servers. At the end of Phase I, researchers completed a pilot study with 20 students and two teachers and demonstrated that the prototype operated as intended with important trends indicating that the system promotes student engagement and less time spent seeking help. In Phase II, the team will add additional third party math apps to the platform, strengthen the backend management system to tag user game-play data, and build out the teacher reporting dashboard to inform instruction and identify apps to address particular student and class needs. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Teachley Connect for teachers to use formative assessment data to inform classroom practice, select apps to address individual student needs, and support student math learning. The study will include 12 (grade K to 3) classrooms and randomly assign them into one of three groups: 1) apps only, 2) Teachley-enabled apps, or 3) Teachley-enabled apps + data. Researchers will compare pre-and-post scores of student's math learning, classroom observations, and teacher surveys/interviews.

Product: Teachley Connect will be a mobile tablet-based platform that uses games to give elementary schools rich formative assessment data and intervention support. Teachley Connect will permit students to continue playing exactly where they left off on any tablet. The platform will also connect apps into a single teacher dashboard, providing teachers detailed reports on student performance across games, with insights for informing individual or whole group instruction. The platform will include teacher resources to support the alignment of game play with learning goals and to support implementation.
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TEAM MEMBERS: Kara Carpenter