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resource project Media and Technology
Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.

Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.

Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
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TEAM MEMBERS: David Langendoen
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 Media and Technology
The ScienceMakers: African Americans and Scientific Innovation is a three-year project designed to increase awareness of the contributions of African American scientists, raise awareness of STEM careers, and increase understanding of STEM concepts through the creation of education, media, and career resources. The project team is supplemented with an extensive advisory board of STEM education, museum, and community professionals, as well as representatives from partnering science centers. Project partners include the St. Louis Science Center, Liberty Science Center, New York Hall of Science, Pacific Science Center, Franklin Institute, COSI Columbus, Lawrence Hall of Science, SciWorks, Detroit Science Center, and MOSI Chicago. Additional collaborators include middle and high schools with high minority populations. Project deliverables include a fully accessible multi-media archive of video oral histories of 180 African American scientists and web resources and contests utilizing Web 2.0 and 3.0 applications such as social networking tools that foster engagement and build community around the ScienceMakers. Public programs for youth and adults at science museums, after-school programs, and community organizations highlight African American contributors, and encourage interest in science and science careers and the ScienceMakers DVD Toolkit expand the reach of this innovative project. Intended impacts for youth and adults consist of increased awareness of STEM concepts and career options, exposure to African American scientists, awareness of the contributions of minority scientists, and 21st century skills. Intended impacts on professional audiences include increased awareness and understanding of STEM careers and workforce diversity, 21st century skills, and STEM career options. The project evaluation, conducted by Knight-Williams Research Communications, utilizes a mixed-methods approach. The evaluation assesses the impact of the oral history archive, public programs, and other deliverables on public and professional audiences' knowledge, interest, and awareness of the contributions of African American scientists, STEM concepts, and STEM careers. The evaluation also includes an ethnography which examines factors that contribute to success in STEM careers by African-American scientists. The ScienceMakers significantly expands the world\'s largest searchable oral history archive and may have an enduring impact on research and practice in the field of informal science education. The project has the potential to enrich programs and exhibits, while raising awareness of the contributions of African-American scientists among informal science education professionals and the general public.
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TEAM MEMBERS: Julieanna Richardson Alison Bruzek
resource project Media and Technology
The Science Museum of Minnesota, in collaboration with six NSF-funded Science and Technology Centers (STCs) around the country, is developing several deliverables around the theme of the Anthropocene; that is, the idea that Earth has entered a new geologic epoch in which humanity is the dominant agent of global change. Deliverables include: (1) a 3,500 square-foot exhibit with object theater at the museum; (2) an Earth Buzz Web site that focuses on global change topics equivalent in design intent to the museum's popular current science Science Buzz website; (3) kiosks with Earth Buzz experiences installed in selected public venues; (4) Public programs with decision makers and opinion leaders on the implications of a human-dominated planet; and (5) youth programs and activities that engage them with the exhibit, web site, and careers in STEM. The exhibits and Web site will feature scientific visualizations and computational models adapted to public learning environments from research work being conducted by STCs and other academic research partners. First-person narrative videos of scientists and their research produced by Twin Cities Public Television now are on display in the Future Earth exhibit and also have been packaged into a half-hour program for broadcast statewide. The intended strategic impact on the field of informal STEM education is twofold: (1) explore how to accelerate the dissemination of scientific research to public audiences; (2) investigate ways science centers/museums can serve as forums for public policy dialogues.
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TEAM MEMBERS: Patrick Hamilton Robert Garfinkle Paul Morin
resource project Media and Technology
Mystic Seaport received an implementation grant from the National Endowment for the Humanities to fund a suite of online, onsite, offsite, and onboard public programs and exhibits that will provide new national insight into universal and important humanities themes, through an interdisciplinary exploration of historic and contemporary American whaling. The Museum and its partners will explore through this project how, when, and why dominant American perceptions of whales and whaling took their dramatic turns. The project will raise public awareness in New England and nationwide about the role the whaling industry played in the development of our nation’s multi-ethnic make-up, our domestic economy, our global impact and encounters, and our long-standing fascination with whales. And it will promote thought about the nation’s whaling heritage, and how it continues to shape our communities and culture.
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TEAM MEMBERS: Susan Funk
resource project Media and Technology
QUEST Beyond Local is a consortium of six public media providers across the country coming together in a unique collaborative structure to foster widespread STEM literacy for general audiences; support formal and informal education outcomes in the sciences; and revive ailing science and environment journalism in the face of its rapid decline. QUEST Beyond Local is built on the success of the local, cross-editorial QUEST model, in which media making professionals from multiple disciplines--radio, television, web, and especially education--collaborate to distribute high-quality content to general and underserved audiences. Two years ago, KQED (serving Northern California) introduced a capacity-building effort with five other public media stations serving markets across the nation: Seattle (KCTS), Wisconsin (WPT/WPR), Nebraska (NET), Cleveland (ideastream), and North Carolina (UNC-TV). On the heels of this pilot process, QUEST Beyond Local will expand production in all markets and focus its multimedia efforts around the theme "Science of Sustainability" so as to achieve maximum effect on critical STEM outcomes in formal and informal education settings, and to foster science/environment literacy among a wide general audience. QUEST Beyond Local is defined by an organizationally and technologically innovative model of content creation: a newsroom structured according to a hub and spoke model; with common branding, technical, and style guidelines; and with a central coordinating and editorial office liaising between local production teams. Under the guidance of this central office, the collaborative seeks to create content with both local authority and national relevance. Building on existing media impact research, and previous research and evaluation of QUEST, research firm Rockman et al will apply evaluation theory to determine: (1) the structures and strategies to a successful STEM collaborative that contribute to a greater understanding of and engagement in science and environment topics; and (2) determine the interests, priorities, and media consumption habits of local and national STEM audiences. Primary project deliverables include three diverse multimedia packages for general and professional audiences, focusing on three main themes and anchored in STEM disciplines. In total, the three packages will include: 18 television segments; 6 half-hour television programs; 20 radio reports; 18 "web extras" (slide shows, maps, etc.); 12 web-based videos; 144 blog posts; 18 education "explainers"; 5 educator trainings; and a comprehensive distribution and social media campaign. All efforts will be supported by at least 18 science community partners, including zoos, museums, aquariums, research centers, and others. Through these efforts, the collaborative seeks to repair the systemic damage done by years of neglect to science/environment journalism--particularly the marked decline in this type of coverage over the last decade. This decline is perhaps related to the observed disconnect between the public and scientific knowledge, despite a demonstrated public appetite for science content and educators' reported desire for more resources and professional development opportunities focused on STEM topics. At a time when an evolving workforce and economy increasingly demand STEM skills and environmental literacy, QUEST Beyond Local will contribute resources to address these challenges.
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TEAM MEMBERS: Sue Ellen McCann Shannon Vickery Kathy Bissen
resource project Media and Technology
The Oregon Museum of Science and Industry (OMSI) will partner with the City of Portland's Office of Sustainable Development, Metro Regional Government, Portland Community College, Verde, and the Coalition for a Livable Future, to create a series of informal science education experiences on the theme of Sustainability. For this project, sustainability is defined in terms of a triple bottom line of economic, social, and environmental needs. The project responds to calls for broad environmental education of the public in response to environmental crises (such as climate change), and specific research suggesting that even museums that do provide information about such issues rarely help their visitors learn to make the comparisons necessary to make more sustainable choices. For the public audience, the project team will create a 1,500 sq. ft. bilingual (Spanish/English) exhibition to encourage the public to develop skills in making personal choices that affect the sustainability of their community. They will also create 25-40 bilingual cell phone tags that will provide listeners who dial the phone numbers with information, personal perspectives, current STEM research, invitations to contribute ideas or vote on issues, interactive phone-based activities, and links to websites, all in service of helping them make intentional and informed personal decisions on sustainability. The cell phone tags will be located at approximately 100 locations in the Portland area, including predominantly Hispanic neighborhoods, public transit locations, public works, and community projects. The team will also create a bilingual website and will offer quarterly bilingual events at the museum on the topic of sustainable living. For the professional audience, the team will create a set of tools and indicators for assessing the sustainability of exhibit-development processes, using the triple bottom line of financial, environmental, and social impacts. For example, a Green Exhibit Guide will provide resources and a checklist for exhibit development projects, and will propose field-wide standards analogous to the LEED (Leadership in Energy and Environmental Design) rating system for green buildings. Regional workshops will engage exhibit developers, designers, fabricators, and administrators in using the tools in their own institutions. The project will create a coordinated set of resources to inform the public about the science of sustainability and to engage them in making informed choices in their daily lives, both in the museum and beyond. The topic of sustainability is timely and important, and the use of cell phones as a mobile technology linked to web resources and an exhibition constitute an innovative synergy of media to create impacts on a city-wide scale. The project serves underrepresented Hispanic audiences through its creation of bilingual materials, placement of cell phone tags, and community involvement in the development process. Finally, the project advances the ISE field in proposing and broadly disseminating a set of standards for green exhibit design, along with developing resources and tools for assessing sustainability. Created in collaboration with other organizations, this work has the potential to reduce the environmental impact of museums while providing highly visible examples of sustainable practices for visitors.
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TEAM MEMBERS: Raymond Vandiver Marilyn Johnson Victoria Coats Shanna Eller Renée Curtis
resource project Media and Technology
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.
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TEAM MEMBERS: Kurt Squire
resource project Media and Technology
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
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TEAM MEMBERS: David Davis Noel Broadbent Margaret Watters Jennifer Borland
resource project Media and Technology
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS: Lori Walters Michael Moshell Charles Hughes Eileen Smith
resource project Media and Technology
This is a Communicating Research to Public Audiences (CRPA) award that addresses the issues around the Chacoan people and their impact on the Middle San Juan region of New Mexico during the era of 1050-1150 AD. This area and its people have been the subject of interest to the Archaeological field with studies and a PBS documentary suggesting solar system awareness and use. This prooject goes beyond the past data providing modern interpretation of the site and the Chacoan people's impact via migration. The primary collaborators on this project are the Center for Desert Archaeology, Aztec Ruins National Monument, Salmon Ruins Museum, and the Mesa Verde National Park (National Park system). The project design includes exhibits at two museums (Aztec Ruins National Monument and Salmon Ruins) with interactive touch-screen computer systems which enable the visitors to digitally tour the Aztec and Salmon pueblos viewing architecture, artifacts, and the landscape of the Middle San Juan area. Visitors will also be able to manipulate 3-D animations, deriving their own experiences and choices. Finally, there will be fixed interactive displays. In this way, the visitor will be able to go back and recreate the past. Using the methods and artifacts participants will be able to derive the migration of the Chaco peoples and their impacts on the pueblos. It is anticipated that the digital media will be shared on the internet for extended impact. Evaluation by outside consultants consists of front-end and summative analyses. The intended outcomes include increasing the knowledge of local citizens using the interactive exhibit with two languages and cultural correctness. Youth will be served in a similar manner. In addition, the participants will be acquainted with the techniques used by the scientists thereby imparting logic, methodologies, and interpretation skills.
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TEAM MEMBERS: Paul Reed Douglas Gann
resource project Media and Technology
This two-year project is communicating the results of scientific discoveries produced by an on-going LTER (Long-term Ecological Research) project devoted to understanding the Everglades ecosystem. Specifically, Dr. Heithaus is capitalizing on the discoveries funded through 0620409 (Coastal Oligotrophic Ecosystems Research) about the role of large-bodied, top predators in the Everglades, including bull sharks (Carcharhinus leucas) and American alligators (Alligator mississippiensis). The STEM content of this project is biology, in particular ecology, the environment, and conservation. These results are being communicated via: (1) multimedia exhibit presentations at multiple museums and nature centers in southern Florida, primarily the Museum of Discovery and Science (MODS), located in Ft. Lauderdale near the Everglades and (2) online dissemination of mini-documentaries and other educational components at social media websites and the LTER web site. The target audience for the museum exhibit components includes learners from diverse cultural backgrounds, such as urban family groups reflecting the demographics of southern Florida. This project will also develop a documentary about Everglades ecology that is planned for dissemination on a cable TV channel devoted to natural history. In order to link with formal education, related educational deliverables are being produced for use in science classroom settings (grades 4 through 12) that are aligned with the state science standards and benchmarks. Formative assessment conducted by museum staff and university students will evaluate learning outcomes as they relate to STEM content learning goals. After the two-year funding period, the science learning opportunities produced from the current Communicating Research to Public Audiences (CRPA) project will be sustained as the exhibit travels to other venues and as web deliverables are accessed on-line.
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TEAM MEMBERS: Michael Heithaus