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resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
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TEAM MEMBERS: Katie Davis
resource project Media and Technology
The Science Cartoon (Sci-Toons) initiative, an informal education program, was developed to engage STEM and non-STEM students and faculty in the creation of science animation. Housed within Brown University’s Science Center, Sci-Toons projects incorporate several students and faculty each semester from both STEM and non-STEM majors. Team members are provided with technical training in animation, storytelling, and scientific concepts. The Sci-Toons model is a new approach for communicating scientific research and concepts to a broad audience via storytelling, animation, high-quality multimedia, and art.
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TEAM MEMBERS: Oludurotimi Adetunji
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 project Media and Technology
The LTER Network is an innovative platform for training the next generation of natural scientists in collaborative, integrative, long-term research in ecology. An important objective of the network is to share knowledge with other communities. The LTER Network Office addresses this objective by managing a Communication and Outreach program that targets key communities—scientists, policy makers, educators and students, and the mass media as a proxy of the rest of the non-specific audiences—and maintain strategic partnerships and collaborations that provide improved access to these communities.
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TEAM MEMBERS: mcOwiti thomas
resource project Media and Technology
"Ongoing collaboration-wide IceCube Neutrino Observatory Education and Outreach efforts include: (1) Reaching motivated high school students and teachers through IceCube Masterclasses; (2) Providing intensive research experiences for teachers (in collaboration with PolarTREC) and for undergraduate students (NSF science grants, International Research Experience for Students (IRES), and Research Experiences for Undergraduates (REU) funding); and (3) Supporting the IceCube Collaboration’s communications needs through social media, science news, web resources, webcasts, print materials, and displays (icecube.wisc.edu). The 2014 pilot IceCube Masterclass had 100 participating students in total at five institutions. Students met researchers, learned about IceCube hardware, software, and science, and reproduced the analysis that led to the discovery of the first high-energy astrophysical neutrinos. Ten IceCube institutions will participate in the 2015 Masterclass. PolarTREC teacher Armando Caussade, who deployed to the South Pole with IceCube in January 2015, kept journals and did webcasts in English and Spanish. NSF IRES funding was approved in 2014, enabling us to send 18 US undergraduates for 10-week research experiences over the next three years to work with European IceCube collaborators. An additional NSF REU grant will provide support for 18 more students to do astrophysics research over the next three summers. At least one-third of the participants for both programs will be from two-year colleges and/or underrepresented groups. "
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TEAM MEMBERS: Jim Madsen Silvia Bravo Gallart
resource research Media and Technology
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
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TEAM MEMBERS: David Malan Henry Leitner
resource project Media and Technology
The PhET Interactive Simulations group at the University of Colorado is expanding their expertise of physics simulations to the development of eight-to-ten simulations designed to enhance students' content learning in general chemistry courses. The simulations are being created to provide highly engaging learning environments which connect real life phenomena to the underlying science, provide dynamic interactivity and feedback, and scaffold inquiry by what is displayed and controlled. In a second strand of the project, a group of experienced faculty participants are developing and testing lecture materials, classroom activities, and homework, all coordinated with well-established, research-based teaching methods like clicker questions, peer instruction, and/or tutorial-style activities, to leverage learning gains in conjunction with the simulations. The third strand of the project focuses on research on classroom implementation, including measures of student learning and engagement, and research on simulation design. This strand is establishing how specific characteristics of chemistry sim design influence engagement and learning, how various models of instructional integration of the sims affect classroom environments as well as learning and engagement, and how sim design and classroom context factors impact faculty use of sims. To ensure success the project is basing sim design on educational research, utilizing high-level software professionals (to ensure technically sophisticated software, graphics, and interfaces) working hand-in-hand with chemistry education researchers, and is using the established PhET team to cycle through coding, testing, and refinement towards a goal of an effective and user friendly sim. The collection of simulations, classroom materials, and faculty support resources form a suite of free, web-based resources that anyone can use to improve teaching and learning in chemistry. The simulations are promoting deep conceptual understanding and increasing positive attitudes about science and technology which in turn is leading to improved education for students in introductory chemistry courses both in the United States and around the world.
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TEAM MEMBERS: Katherine Perkins Robert Parson
resource project Media and Technology
The Physics and Chemistry Education Technology (PhET) Project is developing an extensive suite of online, highly-interactive simulations, with supporting materials and activities for improving both the teaching and learning of physics and chemistry. There are currently over 70 simulations and over 250 associated activities available for use from the PhET website (http://phet.colorado.edu). These web-based resources are impacting large number of students. Per year, there are currently over 4 million PhET simulations run online and thousands of full website downloads for offline use of the simulations. The goal is that this widespread use of PhET's research-based tools and resources will improve the education of students in physics and chemistry at colleges and high schools throughout the U.S. and around the world. This PhET project combines a unique set of features. First, the simulation designs and goals are based on educational research. Second, using a team of professional programmers, disciplinary experts, and education research specialists enables the development of simulations involving technically-sophisticated software, graphics, and interfaces that are highly effective. Third, the simulations embody the predictive visual models of expert scientists, allowing many interesting advanced concepts to become widely accessible and revealing their relevance to the real world. And finally, the project is actively involved in research to better understand how the design and use of simulations impacts their effectiveness - e.g. investigating questions such as "How can these new technologies promote student understanding of complex scientific phenomena?" and "What factors inhibit or enhance their use and effectiveness?".
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TEAM MEMBERS: Katherine Perkins Michael Dubson Noah Finkelstein Robert Parson Carl Weiman
resource project Media and Technology
This project continues the development, testing, and use of a series of web-based computer simulations for improving the teaching and learning of physics. It expands the number of simulations in physics, creates new simulations addressing introductory chemistry, creates simulations addressing the conceptual understanding of equations in solving science problems, and further refines some existing simulations. It increases, by approximately 35, the 35 online interactive simulations that have been developed for teaching physics. The project produces and widely disseminates on-line supporting materials for use in undergraduate and high school science courses. The supporting materials include: guided-discovery, tutorial worksheets; a list of learning goals; materials to support in-lecture, homework, and laboratory use; assessment instruments; and other user-contributed materials. The simulations being introduced and their effectiveness are being evaluated in at least eight additional courses in physics and chemistry at the University of Colorado and a diverse set of partner institutions. The materials are being extensively tested to ensure that they are easy to use and effective at promoting deep conceptual understanding and positive attitudes about science and technology.
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TEAM MEMBERS: Carl Wieman Noah Finkelstein Katherine Perkins