Skip to main content

Community Repository Search Results

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.
DATE: -
TEAM MEMBERS: David Reznick
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.
DATE: -
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.
DATE: -
TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource evaluation Media and Technology
WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. NOVA Education created and launched this lab in early summer 2012. Examining the site in its pilot form, the Lifelong Learning Group (LLG) engaged in a formative evaluation to support refinements and improvements in the design of subsequent NOVA Lab
DATE:
TEAM MEMBERS: NOVA Brooke Havlik Jessica Sickler
resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
DATE: -
TEAM MEMBERS: Robert Coulter Eric Klopfer
resource project Public Programs
Exoplanets Exploration is an interactive exhibition to explore exoplanets for the primary audience of students grades 5th through 12th with a secondary audience of younger children and adults. The exhibition is located in the astronomy wing of the Boonshoft Museum of Discovery (Dayton, Ohio). The project goals are to provide a STEM base for visitors from which to explore exoplanet discoveries; for them to have a basic understanding of exoplanet missions, instruments used in the discoveries, and the science knowledge necessary to understand the discoveries; to learn about the exoplanet discoveries through hands-on tactile, auditory, visual, and kinesthetic interactive exhibition components; and to challenge visitors to contemplate the possibility of life elsewhere in the universe. Aspects of the exhibition are integrated into space-related programming by linking to school visits, Distance Learning programs, summer Discovery Camps, FIRST LEGO league, and homeschool programming. Components of the exhibition addresse relevant Ohio Academic Content Standards for Earth and Space Science and will evolve to incorporate new Next Generation Science Standards. With the STEM career information presented along with scientific learning, students will be able to visualize the possibilities that NASA and space science represents.
DATE: -
TEAM MEMBERS: Mark Meister
resource project Public Programs
Families and school-aged constituents at 30 urban, inner-city neighborhood community-based organizations and teachers and students in earth science classes in 40 middle schools. Intent: This project will prepare neighborhood and community leaders in Philadelphia to use simple but effective observation tools and NASA’s educational web content to help their inner-city Philadelphia neighbors learn about space science and technology – and about their city and themselves – by knowledgably exploring the sky. Project Goals: 1. Create multiple opportunities for inner-city children, adults and families to observe and learn about the solar system through neighborhood and city-wide events. 2. Equip CBO’s with the knowledge, skills and materials they need to make space science-related events and activities a sustained part of programming for their constituents. 3. Stimulate interest and engagement in NASA’s missions and resources among residents of traditionally underserved, inner-city neighborhoods through astronomy experiences and NASA’s websites. 4. Create and strengthen collaborative ties between The Franklin Institute, CBO’s, city residents, and local amateur astronomers. Programs/Products produced: 1. Repeatable ‘Galileoscope’ workshops and activities in 30 CBO’s 2. Solar observing activities for 30 CBO’s and 40 middle schools. 3. School assembly-type audience interactive program about observational astronomy for use in schools and community organizations. 4. Recurring neighborhood star parties facilitated through on-going partnerships with local amateur astronomy clubs. 5. Participation in city-wide star party as part of the annual Philadelphia Science Festival.
DATE: -
TEAM MEMBERS: Frederic Bertley Derrick Pitts
resource project Public Programs
"Have You Spotted Me? Learning Lessons by Looking for Ladybugs" is an innovative citizen science project that targets children from Native American, rural, farming, and disadvantaged communities. While most citizen science efforts target teens and adults, this project enables youth ages 5-11 to contribute to the development of a major ladybug database. Adult mentors in youth programs introduce children to topics such as ladybugs, invasive species, biodiversity, and conservation. Youth not affiliated with a program may participate independently. Project deliverables include a self-contained education program, an Internet portal and project website, a dedicated corps of volunteers, and the largest, accessible biological database ever developed. The database is made more reliable by utilizing records accompanied by an identifiable data image as a certified data point. Partners include the NY State 4-H, South Dakota State 4-H, Migrant Worker Children's Education Program, Cayuga Nature Center, Seneca Nation Department of Education Summer Programs, Seneca Nation Early Childhood Learner Centers After School Program, and the Onondaga Nation After School Program. Strategic impact will be realized through the creation of a citizen science project that provides hands-on interactions, field experiences, and accessible data that creates unique learning opportunities for youth. It is estimated that nearly 10,000 youth will be impacted by this work.
DATE: -
TEAM MEMBERS: John Losey Leslie Allee Louis Hesler Michael Catangui John Pickering
resource project Media and Technology
This documentary film series and community story project aims to raise awareness of the critical role of trees for all life on Earth and to spark interest in getting involved with trees at the local level. Trees are threatened by climate disruption and deforestation, and yet at the same time are essential to efforts to mitigate and adapt to climate change. Many citizen groups are involved with planting and care of trees. Collaboration with these groups at the national and community level offers a practical, action-oriented opportunity to mobilize networks of citizens already interested in and identified with trees in the effort to raise broader awareness of the subject. Project deliverables include a 3-part PBS documentary series, a multimedia story project in collaboration with several of these citizen groups; a website and social media; and informational materials to support broadcast meteorologists in reporting about tree science in the context of current weather/changing climate. The project is projected to reach at least 15 million Americans during the grant period and many more during the 10-year project lifespan of the films. Principal public audiences include PBS viewers and citizen foresters. The professional audience is broadcast meteorologists. Partners include the U.S. Forest Service, National Environmental Education Foundation, and Alliance for Community Trees. This is a new model of local/national collaborative storytelling and community engagement designed to increase knowledge, awareness, and interest in tree biology and forest ecology.
DATE: -
TEAM MEMBERS: Wendy Pollock Ross Spears Carey Tisdal
resource research Media and Technology
In this paper, we present the DeepTree exhibit, a multi-user, multi-touch interactive visualization of the Tree of Life. We developed DeepTree to facilitate collaborative learning of evolutionary concepts. We will describe an iterative process in which a team of computer scientists, learning scientists, biologists, and museum curators worked together throughout design, development, and evaluation. We present the importance of designing the interactions and the visualization hand-in-hand in order to facilitate active learning. The outcome of this process is a fractal-based tree layout that
DATE:
resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
DATE: -
TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource project Public Programs
The Museum is partnering with San Francisco State University's Department of Biology to learn more about the zombie fly, Apocephalus borealis, and how this parasitoid (like a parasite, except they always kill their host) affects honey bees, Apis mellifera. You can join this investigation by becoming a ZomBee Hunter! ZomBees are honey bees that have been parasitized by zombie flies. We know that zombie flies have been affecting honey bees in California and South Dakota. The big mysteries that need to be solved are: Where exactly are honey bees being affected? How big of a threat are zombie flies to honey bees? Have zombie flies spread to honey bees across North America? By collecting honey bees in L.A. that look like they have been affected by the zombie fly, you can be a detective for this exciting case.
DATE:
TEAM MEMBERS: Natural History Museum of Los Angeles County John Hafernick