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resource project Public Programs
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Karen Carney Michael Raddick Pamela Gay
resource project Public Programs
The Astronomical Society of the Pacific, in collaboration with the Institute for Learning Innovation, will implement "Sharing the Universe." This research and implementation project is designed to include both a comprehensive, two-phased research component, as well as a large-scale national dissemination. The intended impacts are to improve the quality and effectiveness of informal science education activities provided by amateur astronomers; increase the frequency of public engagements in astronomy; and broaden the variety of events and diversity of the outreach to include underserved and underrepresented audiences. The project will create a community of practice using club leaders to improve astronomy clubs nationwide through research tools, training and outreach skills. Project deliverables include Phase I research which is designed to gain an understanding of how outreach-orientated clubs function and identify strategies that make successful clubs effective. Phase II will examine a core group of 20 clubs in detail to further understand the outreach culture while using interventions developed from the Phase I results such as a training DVD, Online Resource Library, Outreach Toolkit and a robust community of practice. The final deliverable will be the dissemination of proven strategies and best practices revealed by the research to 200 diverse astronomy clubs across the country. Strategic impact will be realized in increased outreach capacity among amateur astronomers and a strong model for astronomy clubs with proven best practices and resources. It is anticipated this project will reach more than 4,400 amateur astronomers and indirectly impact more than one million Americans in astronomy clubs in four years. Inverness Research will conduct the summative evaluation of the project.
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TEAM MEMBERS: James Manning Martin Storksdieck Eric Jones Michael Bennett Greg Schultz
resource research Media and Technology
In this study, the instructional effectiveness of the planetarium in astronomy education was explored through a meta-analysis of 19 studies. This analysis resulted in a heterogeneous distribution of 24 effect sizes with a mean of +0.28, p<.05. The variability in this distribution was not fully explained under a fixed effect model. As a result, a random effects model was applied. However, a large random effect variance component indicated that study differences were indeed systematic. The findings of this meta-analysis showed that the planetarium has been an effective astronomical teaching tool
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TEAM MEMBERS: Bruce Brazell Sue Espinoza
resource project Professional Development, Conferences, and Networks
The Astronomical Society of the Pacific (ASP) will develop and test a new model of informal science education professional development to help small museums increase the public's knowledge and interest in astronomy. The lead collaborators in addition to ASP are the National Optical Astronomy Observatory (NOAO) and the Association of Science Technology Centers (ASTC). The project deliverables include 1) workshops for approximately 240 informal science education (ISE) practitioners in 180 small ISE institutions delivered both on-site and through distance learning 2) hands-on astronomy activity toolkits and 3) an on-going "community of practice" network. The project development team includes representatives from small ISE institutions (Randall Museum, CA; Lakeview Museum of Arts and Science, IL; Stamford Museum & Nature Center, CT) as well as others. This project has the potential for making a strategic impact on the ISE field with its research on the use of distance learning compared to on-site professional development workshops
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TEAM MEMBERS: James Manning Michael Bennett Stephen Pompea Wendy Pollock Suzanne Gurton Kate Haley Goldman
resource project Media and Technology
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS: Annette Schloss Kerry Handron Carolyn Sumners
resource evaluation Public Programs
The Youth Astronomy Apprenticeship (YAA) is a yearlong, out-of-school time initiative that connects urban teenage youth with astronomy as an effective way to promote scientific literacy and overall positive youth development. The program employs the strategies of a traditional apprenticeship model, common in crafts and trades guilds as well as in higher education. During the apprenticeship, youth develop knowledge and skills to create informal science education projects: through these projects they demonstrate their understanding of astronomy and use their communication skills to connect to
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TEAM MEMBERS: Emma Norland Massachusetts Institute of Technology Susan Foutz Mike Krabill
resource project Media and Technology
MIT Education Arcade, in partnership with the Smithsonian Institution, designed and developed Vanished, an eight-week environmental science game as a new genre called the curated game, a hybrid of museum-going, social networking, and online gaming. Middle school aged participants engaged in Earth systems science to study a range of environmental issues associated with mass extinction. Though the game was structured around a fictional scenario--communication with visitors from the future--it posited a future affected by current environmental issues and conditions, and encouraged participants to apply systems thinking as a means to understand how these current conditions led to environmental disruptions. As part of the game play participants studied, applied, and integrated knowledge and skills from multiple sources, including Earth science, ecology, astronomy, and archaeology, and forensic anthropology. An Advisory Board and contributing scientists were be involved. The project team is currently analyzing data collected from the game to test the hypothesis that the game play would allow youth, ages 11-14, to increase their understanding of the scientific process and increase their motivation to learn more science. This summative evaluation is being conducted by TERC Inc. A Curated Game Handbook will be produced to disseminate project results as a model for new applications of game-based learning. Open source software created as part of the game has been made available, and should enable future developers in informal science education to build directly upon these foundational efforts.
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TEAM MEMBERS: Eric Klopfer Conrad Labandeira Scot Osterweil Stephanie Norby
resource project Media and Technology
Cosmic Serpent - Bridging Native and Western Science Learning in Informal Settings is a four-year collaboration between the Indigenous Education Institute and the University of California-Berkeley targeting informal science education professionals. This project is designed to explore the commonalities between western science and native science in the context of informal science education. The intended impacts are to provide informal science education professionals with the skills and tools to gain an understanding of the commonalities between native and western worldviews; create regional networks that bridge native and museum communities; develop science education programs in which learners cross cultural borders between western science and indigenous peoples; and meet the needs of diverse audiences using culturally-responsive approaches to science learning. Participants are introduced to topics in physical, earth, space, and life science, using an interdisciplinary approach. Deliverables include professional development workshops, peer mentoring, museum programs for public audiences, a project website, and media products for use in programs and exhibits. Additionally, regional partnerships between museums and native communities, a legacy document, and a culminating conference jointly hosted by the National Museum of the American Indian and the Association of Science and Technology Centers will promote future sustainability. Strategic impact is realized through participants' increased understanding of native and western science paradigms, museum programs that reflect commonalities in the two approaches, partnerships between museums and native communities, and increased institutional capacity to engage native audiences in science. This project directly impacts 270 informal educators at 96 science centers and tribal/cultural museums nationally while the resulting programs will reach an estimated 200,000 museum visitors.
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resource project Public Programs
We have a wide spectrum of informal programs that include museum-based programs, afterschool programs, an NSF AISL project on science identity formation in girls, observatory visitor center programs, night-based programs, programs for Native American groups, undergraduate student-based outreach programs,and professional development for informal educations.
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TEAM MEMBERS: Stephen Pompea