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resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences.

Twin Cities Public Television project on Gender Equitable Teaching Practices in Career and Technical Education Pathways for High School Girls is designed to help career and technical education educators and guidance counselors recruit and retain more high school girls from diverse backgrounds in science, technology, engineering and math (STEM) pathways, specifically in technology and engineering. The project's goals are: 1) To increase the number of high school girls, including ethnic minorities, recruited and retained in traditionally male -STEM pathways; 2) To enhance the teaching and coaching practices of Career and Technical Education educators, counselors and role models with gender equitable and culturally responsive strategies; 3) To research the impacts of strategies and role model experiences on girls' interest in STEM careers; 4) To evaluate the effectiveness of training in these strategies for educators, counselors and role models; and 5) To develop training that can easily be scaled up to reach a much larger audience. The research hypothesis is that girls will develop more positive STEM identities and interests when their educators employ research-based, gender-equitable and culturally responsive teaching practices enhanced with female STEM role models. Instructional modules and media-based online resources for Minnesota high school Career and Technical Education programs will be developed in the Twin Cities of Minneapolis and St. Paul and piloted in districts with strong community college and industry partnerships. Twin Cities Public Television will partner with STEM and gender equity researchers from St. Catherine University in St. Paul, the National Girls Collaborative, the University of Colorado-Boulder (CU-Boulder), the Minnesota Department of Education and the Minnesota State Colleges and Universities System.

The project will examine girls' personal experiences with equitable strategies embedded into classroom STEM content and complementary mentoring experiences, both live and video-based. It will explore how these experiences contribute to girls' STEM-related identity construction against gender-based stereotypes. It will also determine the extent girls' exposure to female STEM role models impact their Career and Technical Education studies and STEM career aspirations. The study will employ and examine short-form autobiographical videos created and shared by participating girls to gain insight into their STEM classroom and role model experiences. Empowering girls to respond to the ways their Career and Technical Education educators and guidance counselors guide them toward technology and engineering careers will provide a valuable perspective on educational practice and advance the STEM education field.
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TEAM MEMBERS: Rita Karl Brenda Britsch Siri Anderson
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Exhibitions
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. The project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
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TEAM MEMBERS: Katy Borner Kylie Peppler Bryan Kennedy Stephen Uzzo Joe E Heimlich
resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Media and Technology
The widespread accessibility of live streaming video now makes it possible for viewers around the world to watch live events together, including unprecedented, 24/7 views of wildlife. In addition, online technologies such as live chatting and forums have opened new possibilities for people to collaborate from locations around the world. The innovation that the projects provide is bringing these opportunities together, enabling real-time research and discussion as participants observe and annotate live streaming footage; sharing questions and insights through live Q&A sessions; and explore data with interactive visualization tools. Scientists will support the community's research interests, in contrast with traditional models of citizen science in which communities support the work of scientists. This project will enable people from diverse backgrounds and perspectives to co-create scientific investigations, including participants who might not otherwise have access to nature. The evaluation research for this project will advance the understanding of practices that enable interconnected communities of people to participate in more phases of scientific discovery, and how participation affects their learning outcomes. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of science, technology, engineering, and mathematics (STEM) learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. As such, this project will advance a new genre of Public Participation in STEM Research (PPSR). It will also advance scientific exploration using live wildlife cams and establish a database for long-term research to understand how bird behavior and reproductive success are affected by environmental change. This project aims to deepen public involvement in science, building on knowledge and relevance for STEM learning by creating an online learning environment that expands on traditional crowdsourcing models of PPSR in which participants collect data to answer questions driven by scientists. In this project, participants are involved in co-created research investigations, including asking questions, deciding what data are needed, generating data, looking for patterns, making interpretations, reviewing results, and sharing findings. The goals are to 1) create a system that involves the public more deeply in scientific research; 2) develop participants' science skills and interests; 3) increase participants' understanding of birds and the environment; 4) generate new scientific knowledge about wildlife; and 5) advance the understanding of effective project design for co-created PPSR projects at a national scale. Through iterative design and evaluation, the project will advance the understanding of the conditions that foster online collaboration and establish design principles for supporting science and discovery in online learning environments. Through scaling and quasi-experimental studies, the evaluation research will advance the understanding of how learning outcomes may be similar or different for participants engaging in different ways, whether they observe the cams and read about the investigation, process data as contributors, provide some input as collaborators, or join in most or all of the scientific process as co-creators. Despite the popularity of live wildlife cams, with millions of people watching hundreds of cams around the world, little research has been conducted on the use of live cams for collaborative work in formal or informal science education. The infrastructure and open-source framework created for this project will expand the capacity for online communities of people from diverse career backgrounds and perspectives to collaborative on solving personally meaningful questions and contribute to new knowledge. Using this project as a prototype, cam operators from around the world could build networks of cams, enabling future studies with broader scope for comparative biological studies and discoveries. Additionally, it will serve as a model for use in classrooms or for online communities exploring other scientific fields using live-streaming content in collaborative research. By involving scientists and participants from across society as collaborators and co-creators, this project can help increase public engagement with science, technology, and environmental stewardship while advancing the understanding of the natural world and informing public decision-making.
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TEAM MEMBERS: Miyoko Chu David Bonter Tina Phillips
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource research Media and Technology
In an information free-for-all why should scientists bother to add their voice? In this commentary piece I argue there is an increasingly important role for scientists amongst the growing ranks of public intellectuals and the many who style themselves as such. First, we must become the sifters and sorters. We need to be willing to use our research and analytical skills to identify what is valuable amongst all the noise, and, if necessary, to volubly reject what is not. And, second, we need to create and defend the space everyone needs for deep thought and consideration. We need to influence
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TEAM MEMBERS: Emma Johnson
resource research Media and Technology
This paper provides an analysis of the implementation and the outcomes of Scienza Attiva, an Italian national project for secondary school students, that makes use of deliberative democracy tools to address socio-scientific issues of great impact. The analysis has required a mixed method including surveys of students' pre- and post-project opinions, focus groups and interviews with students and teachers. The results from this evaluation study provide evidence that the project improves students' understanding of socio-scientific issues, strengthens their awareness of the importance of
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TEAM MEMBERS: Federica Cornali Gianfranco Pomatto Selena Agnella
resource project Media and Technology
One common barrier to STEM engagement by underserved and underrepresented communities is a feeling of disconnection from mainstream science. This project will involve citizen scientists in the collection, mapping, and interpretation of data from their local area with an eye to increasing STEM engagement in underrepresented communities. The idea behind this is that science needs to start at home, and be both accessible and inclusive. To facilitate this increased participation, the project will develop a network of stakeholders with interests in the science of coastal environments. Stakeholders will include members of coastal communities, academic and agency scientists, and citizen science groups, who will collectively and collaboratively create a web-based system to collect and view the collected and analyzed environmental information. Broader impacts include addressing the STEM barriers to those who reside in the coastal environment but who are underrepresented in STEM education, vocations and policy-making. These include tribal communities (racial and ethnic inclusion), fishery communities (inclusion of communities of practice), and rural communities without direct access to colleges or universities. This project will create a physical, a social, and a virtual, environment where all participants have an equal footing in the processes of "doing science" - the Coastal Almanac. The Almanac is simultaneously a network of individuals and organizations, and a web-based repository of coastal data collected through the auspices of the network. During the testing phase, the researchers will implement the "rules of engagement" through multiple interaction pathways in the growing Coastal Almanac network: increases in rigorous citizen science, development of specific community-scientist partnerships to collect and/or use Almanac data, development of K-12 programs to collect and/or use Almanac data. The proposed work will significantly scale up citizen science and community-based science programs on the West Coast, broadening participation by targeting members of coastal communities with limited access to mainstream science, including participants from non-STEM vocations, and Native Americans. The innovation of the Coastal Almanac is in allowing the process of deepening involvement in science, and through that process increasing agency of community members to be bona fide members of the science team, to evolve organically, in the manner dictated by community members and the situation, rather than a priori by the project team and mainstream science. The project has the potential in the long-term to increase participation in marine science education, workforce, and policy-making by underrepresented groups resident in the coastal environment. Contributions by project citizen scientists will also provide valuable data to mainstream science and to resource management efforts.
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TEAM MEMBERS: Julia Parrish Marco Hatch Selina Heppell
resource project Media and Technology
Through the NSF Innovation Corps for Learning Program, (I-Corps L), this project will develop ways to enable the SciStarter program to extend the promise of citizen science by connecting millions of citizen scientists with scientists in need of their help through formal and informal research projects. Citizen science is a fast growing field that engages the public in scientific inquiry through data collection projects and environmental monitoring using sensors, mini spectrometers, water testing kits and other tools. A challenge for the citizen science community has been access to the tools required to collect the types of data needed in citizen science projects. SciStarter facilitates broader participation in citizen science by reducing the barrier for volunteers to identify, acquire, and use the right scientific tools and instruments for each project. This I-Corps for Learning project will develop approaches to enable SciStarter to provide a larger number of citizen scientists with easier access to required and recommended instruments needed for meaningful participation in citizen science projects.

SciStarter aims to provide a holistic solution to the needs of citizen scientists that includes projects, support, and products such as training materials and consulting. SciStarter can be a catalyst in citizen science by connecting people to opportunities to engage and in lowering barriers to public participation in scientific research while creating a hybrid academic-consumer sustainability model. A central focus of this current effort will be establishing a sustainable and scalable means of enabling citizen scientists to obtain equipment and instruments in an efficient and cost-effective manner. The project will make use of elements already in place to expand the engagement of citizen scientists in new or multiple projects, to empower citizens in the process of citizen science, and to provide a useful, scalable and sustainable solution for scientists leading citizen science research projects. The extension of SciStarter will set the stage for greater inclusion of previously marginalized groups in citizen science activities and will extend to all forms of public engagement in science.
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TEAM MEMBERS: Darlene Cavalier Micah Lande
resource project Media and Technology
The Northwest Passage Project (NPP) is a collaborative effort between the University of Rhode Island (URI), Inner Space Center (ISC), Graduate School of Oceanography (GSO), the film company David Clark Inc., and several other partners, including six Minority Serving Institutions (MSIs) and three informal science education institutions. The project centers on a research expedition into the Arctic's Northwest Passage, which will engage intergenerational cohorts of high school, undergraduate, and graduate students in hands-on research aboard the U.S. tall ship SSV Oliver Hazard Perry (OHP). During the expedition, a professional film crew will produce a two-hour documentary focused on the NPP's innovative model of interdisciplinary informal STEM (science, technology, engineering, and mathematics) learning and highlight the expedition's research, participants, and the sociological issues related to the changing Arctic environment. Because the Canadian Arctic is remote and costly to access, the project will maximize NSF's investment by giving broad audiences access to the science and excitement of the expedition through the documentary. In addition, this informal science learning opportunity will not only engage students with scientists in authentic research, but also train the students to deliver daily live broadcasts from sea to three well-established U.S. informal science education institutions: the Smithsonian National Museum of Natural History (NMNH), the Exploratorium, and the Alaska Sea Life Center (ASLC). The daily broadcasts will also reach the public in real time via the project's interactive website, providing the opportunity for people to post questions to the scientists and students onboard the ship. The NPP has great potential to benefit society by enhancing awareness of the changing Arctic's ecosystems and increasing science literacy. The hands-on research experiences will enhance the college readiness of the participating high school students and encourage the undergraduate students from the six partner MSIs to consider a graduate course of study and/or pursue STEM careers. The graduate students will also be more career-ready, as they gain public communication and leadership skills necessary for 21st century scientists. The Northwest Passage Project is designed to advance knowledge and understanding within the practice of informal science education, as well as in the field of Arctic science. The project goals include: increasing public awareness and understanding of the changing Arctic ecosystem; increase public understanding about Arctic research and the scientific process; increase the Informal Science Education (ISE) field's understanding of the public's learning process when engaged in live interactions with scientists and student 'science communicators'; increase the ISE field's understanding of the value of immersive science experiences and impact on students from underserved and underrepresented populations; and to build or extend the capacity of ISE institutions to make connections between polar scientists, students, journalists and the public. The NPP is creative in that it combines the engagement of students in field-based scientific research, live broadcasts from sea to ISE institutions, and the production of a full-scale documentary for public audiences. A potentially transformative component to the ISE activities involves six Minority Serving Institution partners--Florida International University; University of Illinois, Chicago; California State University, Channel Islands; Texas State University; Virginia Commonwealth University and City College of New York--whose students will have the opportunity for a life-changing experience that may tip the scale toward their interest in STEM careers. Each of these students will develop news stories, host screenings of the film at their respective campuses, and share their experiences with peers, providing visual role models for other underrepresented students, who may never have thought themselves capable of becoming a scientist or science communicator. An additional project goal is to enhance the capacity and infrastructure of the three ISE partner institutions so that they may receive live broadcasts from the Inner Space Center in the future, beyond the funding period of the project. People, Places & Design Research will conduct the project's front-end and formative evaluation; MEM & Associates will conduct the summative evaluation. Some of the key evaluation questions will be: * Have ISE and MSI institution public visitors, who view either the live broadcasts or the documentary film (or both), become more aware of the changing Arctic ecosystem and the importance of scientific research in the Arctic? * What is the relative impact of the live broadcasts compared to the finished documentary, and the strengths and weakness of the respective media in translating the on-board experience? * Does a real environmental and social context for scientific evidence stimulate audiences to become more interested in the role of science/STEM? * Have students gained leadership skills and the ability to communicate science to their peers? * Have students increased their motivation and interest in pursuing STEM careers? This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Gail Scowcroft David Clark Brice Loose Dwight Coleman
resource project Media and Technology
Moving Beyond Earth Programming: “STEM in 30” Webcasts. The Smithsonian’s National Air and Space Museum (NASM) will develop nine “STEM in 30” webcasts which will be made available to teachers and students in grades 5-8 classrooms across the country. The primary goal of this program is to increase interest and engagement in STEM for students. Formative and summative evaluations will assess the outcomes for the program, which include the following:

Increased interest in STEM and STEM careers, Increased understanding of science, technology, engineering and mathematics (STEM), Increased awareness and importance of current and future human space exploration, and Increased learning in the content areas.

This series of live 30-minute webcasts from the National Air and Space Museum and partner sites focus on STEM subjects that integrate all four areas. The webcasts will feature NASA and NASM curators, scientists, and educators exploring STEM subjects using museum and NASA collections, galleries, and activities. During the 30-minute broadcasts, students will engage with museum experts through experiments and activities, ask the experts questions, and answer interactive poll questions. After the live broadcasts, NASM will also archive the webcasts in an interactive “STEM in 30” Gallery.
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TEAM MEMBERS: Roger Launius