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resource project Public Programs
The National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI), in collaboration with the Colorado Clinical and Translational Studies Institute (CTSCI), and Colorado Area Health Education Centers (AHECs), requests support for Discover Health/Descubre la Salud (DH/DS). The bilingual (English/Spanish) project will include an interactive library exhibit supported by media and community education resources to engage underserved communities in learning about their cardiovascular and digestive systems, and how to keep them healthy. The project will target underserved communities, including rural and Latino communities, working through libraries and community institutions. The project will use a strategic combination of bilingual, interactive exhibits presented at libraries and community health fairs and festivals, career events, family nights, science camps, and mini-med schools, to engage students, families, and adults in these important health issues. Project PI Robert Russell, Senior Education Associate at NCIL, and NCIL Founder Co-PI Dusenbery, Founder of NCIL, will direct the project. Dr. Jack Westfall, who will direct the Community Engagement Core of CCTSI and also directs Colorado AHECS, he will direct their subaward. An outstanding advisory committee includes biomedical researchers, community health educators, librarians, and informal science educators. They will provide expertise on biomedical science content and help guide the project's implementation. Knight Williams, Inc., a highly experienced media and community evaluation firm, will conduct the full required project evaluation.
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TEAM MEMBERS: Paul Dusenbery
resource research Public Programs
Understanding a community's concerns and informational needs is crucial to conducting and improving environmental health research and literacy initiatives. We hypothesized that analysis of community inquiries over time at a legacy mining site would be an effective method for assessing environmental health literacy efforts and determining whether community concerns were thoroughly addressed. Through a qualitative analysis, we determined community concerns at the time of being listed as a Superfund site. We analyzed how community concerns changed from this starting point over the subsequent
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TEAM MEMBERS: University of Arizona Monica Ramirez-Andreotta Nathan Lothrop Sarah Wilkinson Robert Root-Bernstein Janick Artiola Walter Klimecki Miranda Loh
resource research Public Programs
A research project that is only expert-driven may ignore the role of local knowledge in research, often gives low priority to the development of a comprehensive communication strategy to engage the community, and may not deliver the results of the study to the community in an effective way. Objective: To demonstrate how a research program can respond to a community research need, establish a community-academic partnership, and build a co-created citizen science program. Methods: A place-based, community-driven project was designed where academics and community members maintained a reciprocal
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TEAM MEMBERS: Univeristy of Wisconsin- Stout Monica Ramirez-Andreotta Mark Brusseau Janick Artiola Raina Maier A Jay Gandolfi
resource project Media and Technology
Recent biomedical research has transformed scientific understanding of human biology. But many of these advances haven’t filtered into public awareness, hindering our ability to make good health-related decisions. A new educational program ‒ Biology of Human ‒ will help the public, particularly young people, better understand advances in biomedical research. This innovative, learning research-based science education program is strategically designed to increase awareness of and understanding about new biomedical research developments pertaining to human biology. Biology of Human will provide a sophisticated science education outreach package for students aged 11 to 15 and adults, including parents and educators. The project's goal is to leverage the latest biomedical information and innovations, a dynamic suite of educational and dissemination strategies, and research-driven approach grounded in sociology to broadly educate youth and adults about human biology. A team led by the University of Nebraska State Museum, the Department of Sociology at the University of Nebraska-Lincoln, and the NIH/NCRR-funded Nebraska Center for Virology (a Center of Biomedical Research Excellence) will work with science writers, kids, and educators to complete three specific aims: 1) stimulate interest in and understanding of biomedical research's importance to diverse individuals' health, communities, and environments; 2) establish partnerships among science educators, biomedical researchers, science journalists, and others to create dynamic educational resources focused on biomedical research developments and human biology; and 3) increase youths' interest in biomedical science. Biology of Human will provide adults and youth with several simultaneous, complementary options for learning about how biomedical research has helped us understand human biology including essays, books and blogs; entertaining and scientifically accurate mobile and tablet apps; activities and graphic stories; and a Web site that complements and supports the project's professional development programs. More than 175,000 youth and adults are expected to be directly impacted through this effort.
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TEAM MEMBERS: Judy Diamond Julia McQuillan
resource evaluation Exhibitions
Life on Earth is interactive software installed as a museum touchtable exhibit that uses data about over seventy thousand (70,000) species from several databases to help visitors explore and deepen their understanding of biodiversity, evolution and common ancestry, and the history of life on earth (DeepTree/ FloTree). Some installations also include a smaller exhibit that poses puzzle challenges about evolutionary relationships among species (Build-a-Tree (BAT)). The exhibit was installed at four natural history museums across the U.S. – the Harvard Museum of Natural History (Cambridge, MA)
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TEAM MEMBERS: Harvard Univesity Jim Hammerman Amy Spiegel Jonathan Christiansen
resource research Exhibitions
Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for
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TEAM MEMBERS: Harvard University Florian Block James Hammerman Michael Horn Amy Spiegel Jonathan Christiansen Brenda Phillips Judy Diamond E. Margaret Evans Chia Shen
resource research Public Programs
The project, called Experimenting With Storytelling, involved working with four schools in East London and Northamptonshire, United Kingdom. Each after school session, with elementary school children and their parents, consisted of a cultural story or folktale (the ‘storytelling’ part) which had some science in it followed by an associated practical activity (the ‘experimenting’ part).
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TEAM MEMBERS: Sai Pathmanathan
resource project Media and Technology
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston
resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
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TEAM MEMBERS: WGBH Educational Foundation Brooke Havlik Mary Ann Wojton
resource project Media and Technology
The IRIS Education and Public Outreach program draws upon the seismological expertise of Consortium members and combines it with the staff expertise to create products and activities that advance awareness and understanding of seismology and geophysics while inspiring careers in Earth science. These products and activities are designed to impact 6th grade students to adults in diverse settings: self-directed exploration over the Web, interactive museum exhibits, major public lectures, and in-depth exploration of the Earth’s interior in formal classrooms. Each year, a select group of undergraduates spends the summer conducting research under the expert guidance of Consortium members and affiliates. Other highlights include the widely distributed Teachable Moment slide sets for use in college and school classrooms within a day of major earthquakes, new animations and videos, new content for the Active Earth Monitor, and expanded use of social media.
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TEAM MEMBERS: Joe Taber
resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison