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resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
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TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource project Media and Technology
This CRPA project will develop a game for mobile devices called the "RapidGuppy". It provides users (students 12-21 years of age) with an interesting and fun way to learn details about biological adaptation and genetic change. The game teaches users about the environmental factors that lead to adaptation. More than 30 years of research on the Trinidadian Guppy that "rapidly" evolves (over 3-5 years) is the basis for the game. The research, databases, and mini-documentaries that support the "RapidGuppy" game are linked to allow users to easily delve deeper into these materials. An extensive social media campaign will be used to market the game and the public facing website. Partners in this endeavor include: University of California-Riverside, Habitat Seven, Magmic Inc., and Edu, Inc. In this project, the mobile device game will be backed by a sophisticated website that contains detailed research results from the field and mini-documentaries showing real fish and the actual research processes as well as researchers and scientists to promote role model development. Interested individuals may also directly access the videos and research results via the website. The target audiences are youth who are prone to play electronic games and the general public. The comprehensive evaluation plan will assess the learning outcomes resulting from the mini-documentaries, in-game content, and website, as well as the playability of the game and website functionality. Impacts resulting from the social media campaign and outreach to underserved audiences will also be measured. Because of the major social media campaign, this project may increase the level of interest in the science of evolution and genetic change, and raise awareness of STEM careers. If the user groups become excited about the game and the inherent messages, it is anticipated that the public will gain a better understanding of the factors responsible for genetic change.
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TEAM MEMBERS: David Reznick
resource project Public Programs
The Balboa Park Cultural Partnership, in collaboration with several informal science education and other cultural and business organizations in San Diego, Chicago, and Worcester, MA are implementing a research and development project that investigates a range of possible approaches for stimulating the development of 21st Century creativity skills and innovative processes at the interface between informal STEM learning and methods for creative thinking. The goal of the research is to advance understanding of the potential impacts of creative thinking methods on the public's understanding of and engagement with STEM, with a focus on 21st Century workforce skills of teens and adults. The goal of the project's development activities is to experiment with a variety of "innovation incubator" models in cities around the country. Modeled on business "incubators" or "accelerators" that are designed to foster and accelerate innovation and creativity, these STEM incubators generate collaborations of different professionals and the public around STEM education and other STEM-related topics of local interest that can be explored with the help of creative learning methodologies such as innovative methods to generate creative ideas, ideas for transforming one STEM idea to others, drawing on visual and graphical ideas, improvisation, narrative writing, and the process of using innovative visual displays of information for creating visual roadmaps. Hosting the project's incubators are the Balboa Park Cultural Partnership (San Diego), the Museum of Science and Industry (Chicago) and the EcoTarium (Worcester, MA). National partners are the Association of Science-Technology Centers, the American Association for the Advancement of Science, and the Americans for the Arts. Activities will include: the formation and collaborative processes of three incubator sites, a research study, the development of a creative thinking curriculum infused into science education, professional development based on the curriculum, public engagement events and exhibits, a project website and tools for social networking, and project evaluation. A national advisory council includes professionals in education, science, creativity, and business.
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resource project Public Programs
Water for Life (WfL) is a full scale development youth and community based program; centered on freshwater literacy, water conservation and rainwater harvesting led by the Pacific Resources for Education Learning (PREL) in Hawaii. The goals of the project are to: (a) promote an understanding of water conservation and stewardship in areas lacking adequate quality water supplies and (b) build local capacity among rural communities to develop and employ site specific freshwater harvesting strategies proven to improve water quality. Rural communities within four Pacific Island entities in the U.S. affiliated Freely Associated States (FAS) will participate in WfL activities. PREL is collaborating with a host of organizations (such as the Federated States of Micronesia National Department of Education, Marshall Islands Conservation Society, and the Micronesian Conservation Trust, etc.) to develop and implement all phases of the initiative. This work is already improving the quality of life for hundreds of people in the FAS through water conversation education and improved water quality in local areas. Working closely with site-embedded PREL staff, Core Teams at each site - consisting of 4-6 local leaders from environmental agencies, water/sanitation systems, and education institutions - participated in a 5-day professional learning immersion in May, 2013, to buld capacities to develop and facilitate water conservation and catchment activities at the four target sites in the FAS. The Core Team members at each site now are recruiting and collaborating with local community members to implement site-specific projects that both educate and provide enhanced access to high quality drinking water. Both adults and youth are now engaging in a spectrum of proejcts that address loca needs and priorities through site-specific service learning activities. The site-specific focus in each locale, determined by the local Core Team, is distinct. In Palau, the Core Team has built broader community awareness of water conservation issues, raised the issue of water security in national conversations, engaged remote communities in improving natural rainwater drainage collection systems, and produced youth-oriented educational materials focused on local sites. In Yap, the Core Team members have collaborated with public utilities to install first-flush diverters into community rainwater catchment systems on Yap proper, and now are installing these devices in rainwater catchment systems on Yap's neighbor islands. In Chuuk, groundwater springs in remote communities are being upgraded for improved storage capacity, protection against contamination, and better public access. In Majuro (RMI), public school rainwater catchment systems are being repaired, repainted, cleaned, and upgraded so that schools can and will provide adequate drinking water to students (and to broader segments of the community during droughts). Broad segments of communities, including school classes and clubs, church and civic groups, etc. are becoming increasingly involved in building better water security and resilience for their communities, in preparation for a predicted drought, predicted to hit in the winter of 2014-2015, brought on by an El Nino event now edevelopig in the eastern Pacific. Water for Life has produced a range of locally relevant educational materials, including books, pamphlets, flyers, etc., some in English and others in local languages. Posters and billboards are being produced to enhance and maintain public awareness. Infrastructure projects are enabling better collection of more, higher quality water for drinking. A full-scale water handbook is under development, and this will serve as a basis for a self-contained water 'course' that will be offered through local community colleges. The experiences of project participants are being captured, analyzed, and reported in front-end, formative, and sumative evaluations conducted by David Heil & Associates. Thousands of individuals, comprising large segments of the participating countries' populations, will be directly impacted by the project. The results will be applicable to other remote and rural communities outside of the Pacific distressed by poor water quality and ineffective freshwater harvesting systems.
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TEAM MEMBERS: Ethan Allen Danko Taborosi
resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource project Public Programs
President Obama announced in April 2013 that the Corporation for National and Community Service (CNCS) would launch a STEM AmeriCorps initiative to build student interest in STEM. A RFA is currently being prepared to be released in the late fall of 2013. This project will engage in quick response research to identify an evaluation and research agenda that can begin to inform the program launch. Thus, the timeframe for informing the initial stages of STEM AmeriCorps is relatively short, and the creation of an evaluation and research agenda is very timely. The products from the RAPID proposal are: (1) a review of the evaluation and research literature on the use of volunteers and/or mentors to build students' interest in STEM; (2) to convene a workshop to identify evaluation and research priorities to guide the initiative; and (3) a summary evaluation agenda that identifies promising directions along with the strength of evidence around key issues.
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TEAM MEMBERS: Beth Gamse Alina Martinez
resource project Media and Technology
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
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TEAM MEMBERS: NOVA Brooke Havlik
resource project Public Programs
NNOCCI is a collaborative effort led by the New England Aquarium with the Association for Zoos and Aquariums, the FrameWorks Institute, the Woods Hole Oceanographic Institution, the National Aquarium in Baltimore, Monterey Bay Aquarium, the New Knowledge Organization in partnership with Penn State University and the Ohio's Center for Science and Industry. With support from the National Science Foundation Climate Change Education Partnership program, NNOCCI's goal is to establish a national network of professionals who are skilled in communicating climate science to the American public.
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TEAM MEMBERS: Billy Spitzer
resource research Public Programs
Citizen science programs across the country invite the public to participate in scientific research. Through these experiences, participants have an opportunity to observe nature, which naturally leads to asking questions about the natural world. A new project in Minnesota is training leaders of youth groups to use citizen science experiences to stimulate curiosity and inspire motivation to design and carry out scientific research projects. This unique program model fosters authentic inquiry in youth age 10-14 outside the traditional school setting such as 4-H clubs, scout groups,or community
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TEAM MEMBERS: University of Minnesota-Twin Cities Amy RB Rager Andrea Lorek Strauss Karen Oberhauser Robert Blair Pam Larson Nippolt Nathan Meyer Kim Kies
resource project Media and Technology
Small Matters is a scientific storytelling project in response to a supplemental funding opportunity designed to pair an NSF Center for Chemical Innovation with an Informal Science Education organization. Meisa Salaita, Director for Education & Outreach for the Center for Chemical Evolution, and Ari Daniel, independent radio and multimedia producer and science journalist, collaborated on this project designed to increase chemical literacy in the general public and promote partnerships between scientists and informal science educators. In the tradition of folklore, educators have used storytelling to stimulate students’ critical thinking skills across and within disciplines, demonstrating an improvement in comprehension and logical thinking, enhancing memory, and creating a motivation and enthusiasm for learning. Within science, storytelling allows learners to experience the how of scientific inquiry, including the intellectual and human struggles of the scientists who are making discoveries. Accordingly, our project uses multimedia and live performance to engage the public in learning about chemistry through storytelling. We have developed a series audio pieces entitled Small Matters aimed at enriching public science literacy, namely within the chemical sciences. The format of these pieces includes standard public radio narrative style, short scientist-narrated nuggets, and imaginative sonic explorations of key chemistry concepts. The stories have been disseminated through a variety of broadcast media connections, including "Living on Earth" and local Atlanta public radio station WABE. In addition to the audio-based science journalism pieces that we have been producing, we have taken the stories we uncovered and brought them to live audiences, integrating chemistry, journalism, and the arts to create a human connection between our scientists and the public. The radio pieces were woven in with performances of poetry, comedy and satire in collaboration with literary performing arts group The Encyclopedia Show to create a live variety show (May 2013). In addition, scientists identified through our production of Small Matters were trained in storytelling techniques and brought together for an evening of live storytelling in Atlanta with The Story Collider (March 2014).
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TEAM MEMBERS: NSF/NASA Center for Chemical Evolution Meisa Salaita
resource evaluation Media and Technology
This report was completed by the Program Evaluation Research Group at Endicott College in October 2013. It describes the outcomes and impacts of a four-year, NSF-funded project called Go Botany: Integrated Tools to Advance Botanical Learning (grant number 0840186). Go Botany focuses on fostering increased interest in and knowledge of botany among youth and adults in New England. This was being done through the creation of an online flora for the region, along with the development of related tools, including PlantShare, and a user-friendly interface for ‘smartphones’. In January 2012, the PI
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TEAM MEMBERS: Judah Leblang New England Wild Flower Society