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resource project Media and Technology
The New England Aquarium will create Conservation STEM — an online curriculum that features engaging videos and hands-on activities aligned with state and national standards that are easily accessible for teachers to use in the classroom. The project responds to a need that the aquarium’s Teacher Advisory Council — composed of Pre-K through 12 teachers from the greater Boston area — identified, which was to help students develop critical and systems thinking skills. It also will provide a means for teachers to engage students with authentic experiences to address real-world problems and build an understanding of the need for a balanced use of the ocean.
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TEAM MEMBERS: Leigh Clayton
resource project Media and Technology
The University of California Museum of Paleontology will upgrade two STEM websites that provide free resources for teachers, students, and the public for teaching and learning about evolution and the process of science. The project will allow the museum to respond more effectively to user expectations and enhance the security, functionality, and general appeal of these educational resources. In consultation with expert advisors, the project team will review and revise the content and graphics on the 30 most-accessed, high-content pages of each site to ensure that they reflect the latest research and perspectives in the field. New features will also provide more opportunities for visitor interaction with scientific data. Both front-end and formative evaluation will guide the phases of the project.
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TEAM MEMBERS: Anna Thanukos
resource project Media and Technology
The Harvard Museums of Science and Culture will improve the ability of middle school teachers to use museum-based digital resources to support classroom instruction aligned with state and national science standards. Working with advisory teachers from five collaborating school districts, the museum will co-create classroom activities, based on digital resources from its collections, along with associated teacher professional development programs at three sites across urban and rural Massachusetts. The project will provide schools with access to classroom-ready resources that successfully support student learning. Teachers will learn how to use these materials, integrate them into their teaching, and enhance their skills to teach science content and practice. External evaluators will assess the project's effectiveness by measuring teacher implementation of the digital resources in the classroom, requests for information and assistance, and changes in teachers' confidence and comfort levels.
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TEAM MEMBERS: Wendy Derjue-Holzer
resource research Media and Technology
This book chapter, which describes emotional accessibility in digital learning experiences and its relation to Universal Design, was included in the book "Inclusive Digital Interactives: Best Practices + Research" published by the Smithsonian. This chapter includes a description of the Productive Struggle project, data highlights, and information on how attending to emotions can broaden our concepts of accessibility.
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TEAM MEMBERS: Gabrielle Schlichtmann Katie Todd Samantha Daley
resource research Media and Technology
During the course of our ongoing collaboration with KQED, my fellow academic researchers and I have learned that science media professionals are especially interested in improving strategies for headline design, with the goal of increasing audience engagement. Their intuitions about the importance of headlines are supported by research findings. At least when browsing on social media platforms, media consumers often make decisions about whether to engage with stories based only off of the headline. Moreover, headlines influence the way people interpret the story and the impressions they form
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad
resource research Media and Technology
For an award-winning, public media YouTube science and nature series like KQED’s Deep Look, which delights its audiences by exploring unusual, tiny animals and plants up-close in ultra-high definition, how do you quantify and assess the value of different kinds of behind-the-scenes content when your original short videos are so fantastic at engaging your target audience? Below is a summary of the key findings of the behind-the-scenes survey. Attached is the full report. 1. The measurable benefits of appending a fully produced behind-the-scenes video to a Deep Look episode appear to
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Othello Richards
resource research Media and Technology
The KQED digital video team explored why they have gender disparity in viewership of their YouTube series Deep Look. For almost every one of our episodes, the percentage of women who watch is considerably lower than the percentage of men, a disparity that also happens on other science shows distributed by PBSDS. On average, about 70% of Deep Look’s YouTube audience is male and only 30% is female. Our audience’s disparity is even more pronounced than that of YouTube’s average audience, which is 60% male. Below is a summary of the survey’s findings. You can read the full report, called “A
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TEAM MEMBERS: Sue Ellen McCann Sevda Eris Asheley Landrum Sarah Mohamad Dan Kahan Gabriela Quiros
resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
It is estimated that over 95% of all school children across the country are out of the classroom due to social distancing mandates in response to the COVID-19 pandemic. Almost overnight, families have had to develop and support new practices for learning at home as districts scramble to meet the academic, social and emotional needs of their communities. It is essential to collect data now to develop a deeper understanding of how schools and families are adapting to these changes and will continue to do so in coming weeks/months - the troubles they encounter, and the solutions they generate. Retrospective accounts may mask critical features of what was experienced, minimizing the country’s capacity to conceptualize and build more robust, equitable and transformative learning ecologies for the future. Emphasizing an equity approach to solution development, this research will document how families engage in creative practices to generate powerful learning based on local needs, values, contexts, and histories in this present crisis. It will address the following questions: (1) What resources are schools providing and how are parents navigating and extending these resources to sustain their child’s learning? (2) How are families exploring science and math concepts related to the pandemic? (3) How are parents and families learning to adapt (e.g. communication with teachers; broader social networks) and what challenges do they face (e.g. subscription costs; reliable Internet)? (4) How are digital resources for STEM, curated by the research team, utilized for learning?

Emergency school closures are exposing significant gaps in access to the Internet and communication devices, and the capacity of parents/caregivers and communities to capitalize on technology to sustain health-relevant learning in a time of crisis. This project will use a novel, remote-diary tool based on a smartphone-enabled data collection platform, to reach families across the country. Mobile-phone-enabled remote diary tools make it possible to reach families who are under-connected, not just those with robust technical infrastructure. The data collected will lay the groundwork for creating new socio-technical support systems informed by diverse families’ experiences, as the crisis unfolds. Approximately 200 parents with school age children (early and upper elementary grades) living at home will be recruited. This study and a subsequent virtual workshop with other researchers who are also using remote methods to study learning will help establish a broader research agenda to specify the conditions under which socio-technical systems productively augment a family’s capacity to innovate and learn when traditional co-located school settings disappear. It will advance our understanding of how human learning adapts to unexpectedly changed learning environments. This study draws on advances in remote data collection and new analytical tools for innovation in research design.
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
The popularity of the anti-vax movement in the United States and elsewhere is the cause of new lethal epidemics of diseases that are fully preventable by modern medicine [Benecke and DeYoung, 2019]. Creationism creeps into science classrooms with the aim of undermining the teaching of evolution through legal obligations or school boards’ decisions to present both sides of a debate largely foreign to the scientific community [Taylor, 2017]. And one simply has to turn on the TV and watch so-called science channels to be bombarded with aliens, ghosts, cryptids and miracles as though they are
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TEAM MEMBERS: Alexandre Schiele
resource research Media and Technology
Science communication research is dominated by Western countries. While their research provides insight into best practices, their findings cannot be generalized to developing countries. This study examined the science communication challenges encountered by scientists and science communicators from Manila, Philippines through an online survey and semi-structured, investigative interviews. Their answers revealed issues which have been echoed in other international studies. However, challenges of accessibility and local attitudes to science were magnified within the Philippine context. These
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TEAM MEMBERS: Kamila Navarro Merryn McKinnon
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: The Advancing Informal STEM Learning 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 Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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