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resource research Media and Technology
Astronomy has been an inherently visual area of science for millenia, yet a majority of its significant discoveries take place in wavelengths beyond human vision. There are many people, including those with low or no vision, who cannot participate fully in such discoveries if visual media is the primary communication mechanism. Numerous efforts have worked to address equity of accessibility to such knowledge sharing, such as through the creation of three-dimensional (3D) printed data sets. This paper describes progress made through technological and programmatic developments in tactile 3D
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TEAM MEMBERS: Kimberly Arcand April Jubett Megan Watzke sara price Kelly Williamson Peter Edmonds
resource research Media and Technology
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views. The research explored the potential for informal STEM learning
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TEAM MEMBERS: Lisa Leombruni Heather Hodges
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 evaluation Media and Technology
This report includes six separate formative evaluations conducted to inform the design and development of the deliverables for the 3D Visualization Tools for Enhancing Awareness, Understanding and Stewardship of Freshwater Ecosystems project. Deliverables were tested with both students and general visitor groups, with a focus on groups including late elementary and middle school children. Many different components were tested, including prototype versions of 3D visualizations, high-tech interactive experiences, apps on tablets and phones, and table top exhibits. Results are reported in each of
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TEAM MEMBERS: US First Steven Yalowitz
resource evaluation Media and Technology
The National Science Foundation (NSF) awarded an Informal Science Education (ISE) grant, since renamed Advancing Informal STEM Learning (AISL) to a group of institutions led by two of the University of California, Davis’s centers: the Tahoe Environmental Research Center (TERC) and the W.M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES). The purpose of the evaluation was to gather feedback from museum professionals and the general public about the proposed 3D visualization project and its related components. Additionally, the study aimed to assess the current understanding
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TEAM MEMBERS: University of California, Davis Steven Yalowitz
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 evaluation Media and Technology
Produced by National Geographic Television and funded in part by the National Science Foundation (NSF), Alien Deep is a multi-platform media project designed to increase public literacy about: the fundamental principles and concepts underlying ocean systems and functions, the importance and challenges of oceanographic research and exploration, and the impact of the ocean on humanity and humanity’s impact on the ocean. The centerpiece of the project is a five-part mini-series that premiered on the National Geographic Channel in 2012. In addition to the five episodes, which were also made
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TEAM MEMBERS: Knight Williams Inc. Valerie Knight-Williams Divan Williams Rachel Teel Eric Anderson Gabriel Simmons
resource research Media and Technology
This paper reports the results of a study designed to determine people's preferences for different types of Web-based educational activity. Researchers identified six activity types for comparison: Creative Play, Guided Tour, Interactive Reference, Puzzle/Mystery, Role-playing Story and Simulation. They collected two sets of data: 1) user exit surveys evaluating the study site and preferred genre or type of learning activity and 2) serve statistics indicating the duration of stay. Researchers found clear differences in preferences between adults and children.
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TEAM MEMBERS: David Schaller Steven Allison-Bunnell Minda Borun Margaret Chambers
resource evaluation Media and Technology
PERG conducted the formative and summative evaluations of Windows on Earth, a project led by the Center for Earth and Space Science Education (CESSE) at TERC. The project included numerous partners and contributors who focused on the development of the Windows on Earth software, exhibit and website, as well as four museums who participated in the development and evaluation process: Boston's Museum of Science, (MOS), the Smithsonian Air and Space Museum, (A&S), the St. Louis Science Center (SLSC), and the Montshire Museum of Science (MM) in Vermont. The project also coordinated some programming
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TEAM MEMBERS: Judah Leblang Joan Karp TERC Inc Jodi Sandler
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hereafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON (http://pheon.org/, http://apps.facebook.com/playpheon/register/) from September 2010 through August 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; http://ghostsofachance.com/; Goodlander, 2009), and was intended to increase familiarity with the Museum's collections, programs, and resources; highlight connections between the Museum and its collections with peoples' lives; and attract new
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TEAM MEMBERS: Jes Koepfler Smithsonian American Art Museum
resource evaluation Media and Technology
The Luce Foundation Center (LFC) of the Smithsonian American Art Museum (hearafter, American Art or the Museum) ran an alternate reality game (ARG) titled PHEON as an online game application on Facebook from October 2010 through September 2011. The game built upon the success of the Museum's previous ARG, Ghosts of a Chance (GOAC; Goodlander, 2009). In the Facebook game, players accepted missions inspired by the Museum's collections, completed them in the real world, and uploaded evidence in order to win points and progress through the game. Despite an established audience of GOAC players
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TEAM MEMBERS: Jes A. Koepfler Smithsonian American Art Museum