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resource project Media and Technology
This award is funded under the American Recovery and Reinvestment Act of 2009 (Public Law 111-5).

Scientists and researchers from fields as diverse as oceanography and ecology, astronomy and classical studies face a common challenge. As computer power and technology improve, the sizes of data sets available to us increase rapidly. The goal of this project is to develop a new methodology for using citizen science to unlock the knowledge discovery potential of modern, large data sets. For example, in a previous project Galaxy Zoo, citizen scientists have already made major contributions, lending their eyes, their pattern recognition skills and their brains to address research questions that need human input, and in so doing, have become part of the computing process. The current Galaxy Zoo project has recruited more than 200,000 participants who have provided more than 100 million classifications of galaxies from the Sloan Digital Sky Survey. This project builds upon early successes to develop a mode of citizen science participation which involves not only simple "clickwork" tasks, but also involves participants in more advanced modes of scientific thought. As part of the project, a symbiotic relationship with machine learning tools and algorithms will be developed, so that results from citizen scientists provide a rich training set for improving algorithms that in turn inform citizen science modes of participation. The first phase of the project will be to develop a portfolio of pilot projects from astrophysics, planetary science, zoology, and classical studies. The second phase of the project will be to develop a framework - called the Zooniverse - to facilitate citizen scientists. In particular, research and machine-learning communities will be engaged to identify suitable projects and data sets to integrate into Zooniverse.

The ultimate goal with the Zooniverse is to create a sustainable future for large-scale, internet-based citizen science as part of every researcher?s toolkit, exemplifying a new paradigm in computational thinking, tapping the mental resources of a community of lay people in an innovative and complex manner that promises a profound impact on our ability to generate new knowledge. The project will engage thousands of citizens in authentic science tasks leading to a better public understanding of science and also, by the engagement of students, leading to interest in scientific careers.
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TEAM MEMBERS: Geza Gyuk Pamela Gay Christopher Lintott Michael Raddick Lucy Fortson John Wallin
resource research Public Programs
From contributions of astronomy data and DNA sequences to disease treatment research, scientific activity by non-scientists is a real and emergent phenomenon, and raising policy questions. This involvement in science can be understood as an issue of access to publications, code, and data that facilitates public engagement in the research process, thus appropriate policy to support the associated welfare enhancing benefits is essential. Current legal barriers to citizen participation can be alleviated by scientists’ use of the “Reproducible Research Standard,” thus making the literature, data
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TEAM MEMBERS: Victoria Stodden
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
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.
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TEAM MEMBERS: Bob Griesmer
resource project Public Programs
Climate change science is becoming a more frequent and integral part of the middle school curriculum. This project, NASA Data in My Field Trip, proposes to leverage a regional network of Informal Science Institutions (ISIs) committed to climate change education, the Global Climate Change Consortium (GC3). This project will support climate change education in the formal curriculum by creating opportunities for inquiry-based exploration of NASA data and products in class and as part of already established field trip experiences to ISIs. The ISIs of the recently formed GC3 include a broad range of science-based institutions including Carnegie Museum of Natural History (CMNH), Carnegie Science Center (CSC), Phipps Conservatory and Botanical Gardens, National Aviary, and the Pittsburgh Zoo and PPG Aquarium. Partners, Pittsburgh Public Schools and Wilkinsburg School District have respectively 70 and 99% minority populations. NASA Data in My Field Trip will build innovative connections among NASA data and products, ISI resources and experiences, curriculum standards, and educators in formal and informal environments. It has three components: (1) joint professional development for formal and informal educators, (2) in-class pre-field trip data explorations, and (3) the integration of NASA resources into ISI field trip experiences. In the first phase of NASA Data in My Field Trip, CMNH and CSC will pilot NASA resources as central components of middle school climate change field trips as well as in pre-visit experiences. In the second phase, three other GC3 ISIs will tailor the pilot products to their climate change field trips. In both phases, formal and informal educators will participate in joint professional development. Alignment with the school districts' curriculum and formative evaluation is critical at all steps of this project and will guide and inform the implementation of the project through both phases. The success of the project will be measured in terms of (1) educators’ attitudes toward and ability to use NASA resources, (2) the effectiveness of in-class and field trip experiences for students, (3) the development of a community of practice among informal and formal educators, and (4) the adoption of NASA data and products into informal and formal programming outside of the project’s specified reach. Primary strengths of this project are that it brings NASA resources to underserved schools and includes ISIs that have a commitment to climate change education but have not previously connected with NASA or its resources. Techniques developed in this project will be tailored to a diversity of ISIs and can therefore serve as a replicable model for NASA products throughout the ISI field.
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TEAM MEMBERS: Kerry Handron Ellen McCallie John Radzilowicz Pittsburgh Public Schools Wilkinsburg School District Pittsburgh Zoo and PPG Aquarium National Aviary Phipps Conservatory and Botanical Gardens
resource project Media and Technology
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS: Annette Schloss Kerry Handron Carolyn Sumners
resource evaluation Media and Technology
The following comprise the CONCLUSIONS of SRA's evaluation: POLAR-PALOOZA toured the United States at a time when the topic of climate change and global warming appeared relatively low on a list of Americans' concerns (Pew Research Center for the People and the Press, 2006), with the economy, war, and health care taking precedence. Nevertheless, POLAR-PALOOZA was a powerful format for engaging the public and teachers with science, while also being a rewarding and worthwhile experience for the traveling scientists. PPZA was an ambitious and complex undertaking designed to bring what is
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TEAM MEMBERS: Deborah Perry Eric Gyllenhaal Geoff Haines-Stiles Productions, Inc.
resource project Media and Technology
MIT Education Arcade, in partnership with the Smithsonian Institution, designed and developed Vanished, an eight-week environmental science game as a new genre called the curated game, a hybrid of museum-going, social networking, and online gaming. Middle school aged participants engaged in Earth systems science to study a range of environmental issues associated with mass extinction. Though the game was structured around a fictional scenario--communication with visitors from the future--it posited a future affected by current environmental issues and conditions, and encouraged participants to apply systems thinking as a means to understand how these current conditions led to environmental disruptions. As part of the game play participants studied, applied, and integrated knowledge and skills from multiple sources, including Earth science, ecology, astronomy, and archaeology, and forensic anthropology. An Advisory Board and contributing scientists were be involved. The project team is currently analyzing data collected from the game to test the hypothesis that the game play would allow youth, ages 11-14, to increase their understanding of the scientific process and increase their motivation to learn more science. This summative evaluation is being conducted by TERC Inc. A Curated Game Handbook will be produced to disseminate project results as a model for new applications of game-based learning. Open source software created as part of the game has been made available, and should enable future developers in informal science education to build directly upon these foundational efforts.
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TEAM MEMBERS: Eric Klopfer Conrad Labandeira Scot Osterweil Stephanie Norby
resource project Public Programs
Voyage of Discovery is a comprehensive and innovative project designed to provide K-12 youth in Baltimore City with an introduction to mathematics, engineering, technology, environmental science, and computer and information science, as it relates to the maritime and aerospace industries. The Sankofa Institute, in partnership with the Living Classrooms Foundation and a host of marine, informal science, community, and educational organizations, collaborate to make science relevant for inner-city youth by infusing science across the curriculum and by addressing aspects of history and culture. Youth are introduced to historical, current, and future innovations in shipbuilding as a means to learn the science, mathematics, and history associated with navigation, transportation, environmental science, and shipping. Activities will take place at the Frederick Douglass-Isaac Myers Maritime Park and Museum where students participate in intensive afterschool, Saturday, and summer sessions. Families are invited for pre-session orientation meetings and again at the end of each session to observe student progress. This project will provide over 3,900 K-12 youth with the opportunity to learn mathematics (algebra, geometry, and trigonometry), physics (gravity, density, mechanics), design, and estuarine biology while participating in hands-on sessions. Project deliverables include a 26-foot wooden boat, a working model of a dirigible, a submarine model, and pilot control panel models, all constructed by students and subsequently incorporated into exhibits at the USS Constellation Museum. The project also results in the production of two curricula--one each on celestial navigation and propulsion. Voyage of Discovery informs the literature on inquiry-based informal science education programs and strategies to engage minority and low-income youth in learning science and technology.
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TEAM MEMBERS: Sandra Parker Scott Raymond