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resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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resource research Media and Technology
Campaigns by zoos, aquariums, and other civil society organizations are an important tool for promoting social changes that benefit the environment. Here, we evaluate a global biodiversity education campaign's impact through a repeated-measures survey of nearly 5000 visitors to 20 zoos and aquariums located in 14 countries. By comparing visitors’ pre- and post-visit responses combined across respondents, we found significant aggregate improvements in their biodiversity understanding and their knowledge of actions to help protect biodiversity. Respondents who reported seeing the education
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TEAM MEMBERS: Andrew Moss Eric Jensen Markus Gusset
resource project Media and Technology
The University of California, Davis Tahoe Environmental Research Center (TERC), UC Davis W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES), ECHO Lake Aquarium and Science Center (ECHO), UC Berkeley Lawrence Hall of Science (LHS), and the Institute for Learning Innovation (ILI) will study how 3-D visualizations can most effectively be used to improve general public understanding of freshwater lake ecosystems and Earth science processes through the use of immersive three-dimensional (3-D) visualizations of lake and watershed processes, supplemented by tabletop science activity stations. Two iconic lakes will be the focus of this study: Lake Tahoe in California and Nevada, and Lake Champlain in Vermont and New York, with products readily transferable to other freshwater systems and education venues. The PI will aggregate and share knowledge about how to effectively utilize 3-D technologies and scientific data to support learning from immersive 3-D visualizations, and how other hands-on materials can be combined to most effectively support visitor learning about physical, biological and geochemical processes and systems. The project will be structured to iteratively test, design, and implement 3-D visualizations in both concurrent and staggered development. The public will be engaged in the science behind water quality and ecosystem health; lake formation; lake foodwebs; weather and climate; and the role and impact of people on the ecosystem. A suite of publicly available learning resources will be designed and developed on freshwater ecosystems, including immersive 3-D visualizations; portable science stations with multimedia; a facilitator's guide for docent training; and a Developer's Manual to allow future informal science education venues. Project partners are organized into five teams: 1) Content Preparation and Review: prepare and author content including writing of storyboards, narratives, and activities; 2) 3-D Scientific Visualizations: create visualization products using spatial data; 3) Science Station: plan, design, and produce hands-on materials; 4) Website and Multimedia: produce a dissemination strategy for professional and public audiences; 4) Evaluation: conduct front-end, formative, and summative evaluation of both the 3-D visualizations and science activity stations. The summative evaluation will utilize a mixed methods approach, using both qualitative and quantitative methods, and will include focus groups, semi-structured interviews, web surveys, and in-depth interviews. Leveraging 3-D tools, high-quality visual displays, hands-on activities, and multimedia resources, university-based scientists will work collaboratively with informal science education professionals to extend the project's reach and impact to an audience of 400,000 visitors, including families, youth, school field trip groups, and tourists. The project will implement, evaluate, and disseminate knowledge of how 3-D visualizations and technologies can be designed and configured to effectively support visitor engagement and learning about physical, biological and geochemical processes and systems, and will evaluate how these technologies can be transferred more broadly to other informal science venues and schools for future career and workforce development in these critical STEM areas.
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TEAM MEMBERS: Geoff Schladow Louise Kellogg Steven Yalowitz Sherry Hsi Phelan Fretz
resource research Media and Technology
In this paper, researchers at the Brookfield Zoo present a case study in evaluating a technology project involving partnerships between museums and formal education. THe focus is on the multiple-method design, which was required in order to work with all participants, from funders to educators, to teachers and students. A set of tools, from traditional surveys through teacher-led performance assessments, was used to measure student learning, teacher satisfaction, and effective implementation of technology and museum content into quality Web pages. The authors share their experiences to help
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TEAM MEMBERS: H. Elizabeth Stuart Perry Carol D. Saunders
resource research Media and Technology
Most environmental learning takes place outside of the formal education system, but our understanding of how this learning actually occurs is in its infancy. By surfing the internet, watching nature documentaries, and visiting parks, forests, marine sanctuaries, and zoos, people make active choices to learn about various aspects of their environment every day. Free-Choice Learning and the Environment explores the theoretical foundations of free-choice environmental education, the practical implications for applying theory to the education of learners of all ages, and the policy implications
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resource evaluation Media and Technology
In October 2009, the Tennessee Aquarium began an ambitious program, Connecting Tennessee to the World Ocean (CTWO), funded by a grant from the National Oceanic and Atmospheric Administration. CTWO consists of several individual projects, all intended to increase the ocean literacy of Aquarium audiences and to promote their adoption of an ocean stewardship ethic. This evaluation report summarizes the extent to which the Aquarium accomplished these goals over the 3-year project period. The five project components and their key associated evaluation findings follow. 1. Classroom-based activities
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TEAM MEMBERS: Christopher Horne Tennessee Aquarium
resource evaluation Media and Technology
In October 2009, the Tennessee Aquarium began an ambitious program, Connecting Tennessee to the World Ocean (CTWO), funded by a grant from the National Oceanic and Atmospheric Administration. CTWO consists of several individual projects, all intended to increase the ocean literacy of Aquarium audiences and to promote their adoption of an ocean stewardship ethic. This formative evaluation report summarizes the extent to which the Aquarium has made progress toward these goals in the first year of the project and provides an information base for identifying opportunities to strengthen
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TEAM MEMBERS: Christopher Horne Tennessee Aquarium
resource evaluation Media and Technology
The Institute for Learning Innovation (ILI) conducted a summative evaluation of the NSF-ISE funded project, WolfQuest. WolfQuest is an educational video game, downloadable free of charge, developed by Eduweb (Educational Web Adventures, Inc.) and the Minnesota Zoo. WolfQuest intends to increase the knowledge of, interest in, and attitudes towards wolves and wolf habitats in children ages 9 to 15. This evaluation report synthesizes key analysis and findings from data based on a web survey of players, in-depth phone interviews of players, and content analysis of the game conversation forums
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TEAM MEMBERS: Kate Haley Goldman Minnesota Zoo Eduweb Jes Koepfler Victor Yocco
resource project Media and Technology
Miami University - Ohio/Project Dragonfly is developing "Wild Research," a multi-faceted collaborative project with the Cincinnati Zoo & Botanical Garden and with a consortium of ten zoos and aquariums around the country, the American Zoo and Aquarium Association, the Society for Conservation Biology, and Conservation International. Project deliverables include a centrally-located 4,500 square-foot Wild Research Discovery Forest exhibit and six Wild Research Stations around the Cincinnati Zoo, a Wild Research Consortium and Wild Research Leadership Workshops for zoo professionals, conservation scientists and educators, a Wild Research Web site with visitor password access to exhibit data they collected, and 90-second radio pieces for the 90-Second Naturalist program. Institute for Learning Innovation is conducting the formative and summative evaluations. The Ohio Assessment and Evaluation Center is conducting a separate evaluation focused on this extensive institutional collaboration process. The primary public impact is to explore new ways zoos and aquariums can incorporate inquiry-based activities on site and to help visitors understand the work of conservation scientists. The project also aims to improve the practice of zoo and aquarium professionals nationwide in inquiry-based experiences and communicating about conservation science.
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TEAM MEMBERS: Christopher Myers Samuel Jenike