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resource project Media and Technology
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.

Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.

Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
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TEAM MEMBERS: Scott Laidlaw
resource project Professional Development, Conferences, and Networks
The goals of this workshops project are: (1) to provide collaborative professional development opportunities for 24 early professional social science researchers, and science writers and communicators, and (2) to foster a stronger and durable "community of practice" between the fields of science policy research and science communications for the purposes of helping the general public better understand and become engaged with major issues of science and innovation policy. In addition to the PI and co-PI, involved in the work will be: twelve science policy scholars and twelve science communications professionals (writers, bloggers, museum educators, and others); mentors; editors of major science publications; several guest observers from university writing programs around the country; and graduate students who will help document and video record the activities. Project activities include a suite of opportunities: two, four-day workshops; mentorship support; publication in hard copy and online of their articles in a special edition of Creative Nonfiction magazine; and public engagement experiences at Science Cafes around the country. These workshops and accompanying activities will continue to develop a strong foundation for the establishment of nascent collaborations of science policy scholars, science communicators, and informal science education professionals, whose partnerships should position them better to inform and engage the public on important science policy issues of our times.
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TEAM MEMBERS: Lee Gutkind David Guston
resource project Media and Technology
Between the Waters is a website and interactive virtual tour that will showcase the culture and history of Hobcaw Barony, a 17,500 acre historic site in Georgetown, South Carolina, which is arguably the setting for a greater confluence of humanities themes than any other in the state. Using the website’s artifacts, structures and landmarks as storytelling cues, Between the Waters will connect material culture to the lives of those who inhabited Hobcaw and interpret their history for the general public. The non-linear navigation of Between the Waters will encourage inquiry, analysis and deductive reasoning, giving visitors the skills and incentive to explore and reflect upon the multifaceted story of Hobcaw Barony, how it has helped to shape the American present and its implications for the future of South Carolina and the country.
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TEAM MEMBERS: Betsy Newman
resource project Exhibitions
The Anchorage Museum, in partnership with the Washington State Historical Society and Cook Inlet Historical Society, will fabricate, and present a 7,500-square-foot exhibition on James Cook’s Third Voyage to the Pacific Ocean, titled Arctic Ambitions: Captain Cook and the Northwest Passage. The exhibition will open March 27, 2015 in Anchorage and run until September 11, at which time it will travel to the Washington State Historical Society in Tacoma. The exhibition will be part of the Municipality of Anchorage’s Centennial Celebration. Although Cook spent time in southern seas en route to America, the prime focus of the exhibition will be the Northwest Coast, mainland Alaska, the Aleutian Islands, the Bering Sea, Siberia, Kamchatka, and the Arctic Ocean.
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TEAM MEMBERS: Julie Decker
resource research Public Programs
With 8.4 million children in the US spending an average of eight hours a week in afterschool programs, afterschool providers are an important part of the network of caring adults who can help to keep children safe. This article explores the topic of mandated reporting of suspected child abuse by afterschool staff.
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TEAM MEMBERS: Maria Gandarilla Julie O'Donnell
resource project Media and Technology
For over two decades NSF has been investing in the development and evaluation of giant screen films for viewing by audiences in science centers and museums. These have been highly successful in terms of audiences reached and project evaluations that indicate their impact on learning. Less well understood is how the unique attributes of giant screen films (e.g., "immersion" and "presence") affect learners in ways that differ from other film formats. This integrated research and media project will contribute to that knowledge base. Project deliverables will include a giant screen film that tells the story of the discovery of biological mimicry (the critical proof for natural selection and in turn, evolution) through the life story of Henry Bates and his travels through the Amazon rainforest more than 150 years ago; 2D dome, and 2D flat format versions; live interactive science demonstrations and educational resources; and workshops for ISE professionals. The film and the related outreach via science centers, social media, and the web are expected to reach large public audiences; workshops and web resources will reach ISE professionals nationally. A strategy for reaching underrepresented audiences through science museums and partnerships with educational societies is a part of the broadening participation effort. Building on results of an NSF-funded workshop in which researchers, evaluators, and filmmakers began to develop a research agenda to provide evidence about giant screen attributes and their impacts on learning, the research component of this project will focus on the differences in learner knowledge among the various film formats, their unique attributes, and whether format plays a role in science interest and science identity. A baseline study will be conducted to begin gathering evidence on how each of these formats affects learning. Data on audience knowledge gains, interest, and science identity will be collected using a novel tablet-based game-like assessment pre-film viewing, immediately post viewing, and in a later follow-up. These baseline data will inform follow-on research that, over time, can better explain the unique impacts on learning of the giant screen format. Project partners include the Pacific Science Center, SK Films, Howard Hughes Medical Institute, Rutgers University, and Arizona State University.
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TEAM MEMBERS: Diane Carlson Mina Johnson-Glenberg Mary Nucci
resource research Public Programs
Through a critical ethnography, Birmingham and Calabrese Barton examined why and how a group of six middle school girls took civic action, defined as “educated action in science,” after studying green energy in an afterschool science program. The paper follows the students’ process in planning and implementing a carnival to engage their community in energy conservation and efficiency issues.
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TEAM MEMBERS: Melissa Ballard
resource research Public Programs
The premise underlying this paper by Byrne, Ideland, Malmberg, and Grace is that citizenship should not be regarded as a privilege — and responsibility — only of adulthood. Children, too, can be actively engaged as citizens. In their study, Byrne and colleagues examined the interpretive repertoires of children engaged in discussions about socioscientific issues. They found that the children used productive argumentation to negotiate complex issues and propose solutions.
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TEAM MEMBERS: Heather King
resource research Public Programs
Although a growing number of research articles in recent years have treated the role of informal settings in science learning, the subject of the history of science in museums and its relationship to informal and non-formal education remains less well explored. The aim of this review is to assemble the studies of history of science in science museums and explore the opportunities for the further use of the history of science in science museum education practice.
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TEAM MEMBERS: ANASTASIA FILIPPOUPOLITI Dimitris Koliopoulos
resource research Media and Technology
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional museum visit accompanied by a learning website, (b) paper-based learning sheets used during museum visits accompanied by a learning website, and (c) an interactive mobile learning system used during museum visits accompanied by a learning website (i.e
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TEAM MEMBERS: Huei-Tse Hou Sheng-Yi Wu Peng-Chun Lin Yao-Ting Sung Jhe-Wei Lin Kuo-En Chang
resource project Public Programs
The Discover Aeronautics and Aerospace Gallery (Discover) engages students, families and the general public in the STEM research that makes major accomplishments in space and aeronautics possible. Great Lakes Science Center, home of NASA Glenn Visitor Center, developed the gallery in collaboration with NASA Glenn Research Center (GRC) to provide interactive learning opportunities, amazing NASA artifacts, and multimedia experiences that encourages them to discover more about STEM. The overarching project goal is to engage visitors in the important research of NASA GRC, and summative evaluation concluded that Discover is an immersive environment of interactive exhibits that increases visitors’ levels of knowledge about aeronautic and aerospace research. The Gallery successfully raises the profile of NASA GRC, and emphasizes the importance of research and experimentation for the challenges of flight – in the air and in space.

Discover is divided into mini-laboratory settings—Aeronautics Lab, Materials Lab, Rocket Lab and Power Lab—and the Discover Stage, an ideal environment for demonstrations, and presentations by astronauts and aerospace experts. When not in use for live productions, the stage hosts a video tour of NASA GRC’s impressive labs and test chambers. Visitors can experiment with a microgravity drop tower, plan a space mission, analyze slow-motion footage from a ballistic impact facility, see how motion and sound are affected by the vacuum of space, and more. Discover engages over 300,000 visitors a year in the STEM research necessary for flight. As part of the NASA Glenn Visitor Center, the Gallery exemplifies the Science Center’s dedication to sharing NASA content to inform, engage, and inspire students, educators, and the public. Discover immerses visitors in the exciting challenges and rewards of space exploration, and is a place of inspiration for tomorrow’s scientific leadership and workforce.
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TEAM MEMBERS: Donald Paterson
resource research Professional Development, Conferences, and Networks
This paper from Phi Delta Kappan describes how growing inequality threatens American education. One of the leading indicators is the amout of resources spent on young people during their out-of-school time.
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TEAM MEMBERS: Greg Duncan Richard Murnane