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resource project Media and Technology
Focusing on climate change and its impact on coastal zones and marine life, Visualizing Change will build educator capacity in the aquarium community and informal science education field. Building on NOAA datasets and visualizations, we will provide interpreters with strategic framing communication tools and training using the best available social and cognitive research so that they can become effective climate change educators. Objectives are to (1) Develop and test four exemplary interpretive "visual narratives" that integrate research-based strategic communication with NOAA data visualization resources; (2) Test the application of the visual narratives in a variety of geographic regions, institution types (aquarium, science center, etc.), and using multiple technology platforms (Science on a Sphere, Magic Planet portable globe display, iPad/tablets, and video walls); (3) Build a professional development program for climate change interpretation with data visualization; and (4) Leverage existing networks for dissemination and peer support.
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resource research Media and Technology
In this book, Brian G. Southwell discusses how disparities in information-sharing arise and what can be done to alleviate them. In all sorts of ways and for all sorts of reasons, people have always sought to share information among their family and other social networks. However, this sharing has never been equal: inevitably, some people are better-informed than others and some are more socially-connected than others. At first glance, the plethora of communication tools and technologies available nowadays should help democratise information and reduce disparity but differences in how, when and
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TEAM MEMBERS: Ann Grand
resource project Media and Technology
This CRPA award deals with inspiring youth to science careers and specifically in space science. The Green Bank Telescope in collaboration with the Pulsar Search Collaboratory, the National Radio Astronomy Observatory, and West Virginia University will develop a documentary film describing what pulsars are, how they are identified, and how youths participate in these investigations and discoveries. Through this experience youths learn aspects of space science, mathematics, physics, and computational science. Several young students have discovered new pulsars. The film will describe the concepts behind pulsars, how they are identified, and how the students can participate. The idea here is that potential students will see that other kids are participating and they may be successful as well. In the film, several well known scientists will be interviewed including Neil degrasse Tyson, Director of the Hayden Planetarium and Dame Jocelyn Bell-Burnell, the lady in Great Britain who discovered the first pulsar. Moreover, they will interview several young scientists who discovered the most recent pulsars through this program. The objectives of this effort are to be inspirational to young people and to engage the public with the concepts of space science and pulsars.
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TEAM MEMBERS: Maura McLaughlin Sue Ann Heatherly Rachel Rosen Sarah Scoles
resource project Media and Technology
The Young Developers program is an after school program conceptualised and run by The P-STEM Foundation. It introduces computer programming and design concepts to high school age students from South African historically disadvantaged communities, where the majority of students have had little or no interaction with computers. Young Developers uses Self Organised Learning Methodology and involves introducing a series of increasingly complex challenges / questions that the participants have to collaboratively solve. The first module is run in Scratch with the final objective being the creation of a racing car game. The second module is run in Python using Turtle graphics with an objective of creating an animation. This program runs as pods in each of the communities that the P-STEM foundation works in. Each pod has up to 30 teens from the age of 10 to 18. Each pod is peer led and peer driven, and the pace of learning is determined by the participants. In 2015, we would also like to introduce national competitions which pods participate in against other pods.
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TEAM MEMBERS: The P-STEM Foundation Vari Mureriwa
resource evaluation Media and Technology
Rockman et al (REA), a San Francisco-based research and evaluation firm, conducted the external evaluation for Youth Radio's DO IT! program, which was funded by the National Science Foundation. Building upon Youth Radio's previous Science and Technology Program, the DO IT! initiative consisted of three primary components that promoted STEM (science, technology, engineering, and mathematics) learning by training underserved youth in cutting-edge digital technologies: (1) Brains and Beakers: Young people hosted a line-up of investigators and inventors for demo-dialogues at Youth Radio's studios
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TEAM MEMBERS: Rockman et al | Youth Radio Kristin Bass Julia Hazer
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Media and Technology
This project is making novel use of familiar technology (smartphones and tablets) to address the immediate and pressing challenge of affordable, ongoing, large-scale museum evaluation, while encouraging museum visitors to engage deeply with museum content. Using a smartphone app, museum visitors pose questions to a 'virtual scientist' called Dr. Discovery (Dr. D). Dr. D provides answers and the chance to complete fun mini-challenges. The questions visitors ask are gathered in a large database. An analytics system analyzes these data and a password-protected website provides continuous, accessible evaluation data to museum staff, helping them make just-in-time tweaks (or longer term changes) to exhibit-related content (such as multimedia, lecture topics, docent training, experience carts, etc.) as current events and visitors' needs and interests change. The intellectual merit of this project is that it is building evaluation capacity among informal educators, advancing the fields of visitor studies, museum evaluation, informal science learning, and situated engagement, and is contributing to the development of novel evaluation techniques in museums. This project has many broader impacts: The Ask Dr. Discovery system is available to any venue that wishes to use or adapt it to their context. By enhancing the visitor experience and improving museum access to data for evaluation and data-driven decision making across the country, Ask Dr. Discovery has both a direct and indirect impact on museums and visitors of all types. This project is also training the next generation of STEM and education innovators by employing a diverse team of undergraduate students.
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TEAM MEMBERS: Judd Bowman Catherine Bowman Brian Nelson
resource project Media and Technology
This early-stage design and development, integrated media and research project will contribute important new understandings to the informal science learning literature by exploring science engagement on social media when integrated with broadcast television. It will help answer questions including: What does such engagement look like? Who participates? How and why does it happen? and What is the degree or depth of engagement? The project builds on the previous successful work by WGBH nationally distributing the television series NOVA scienceNOW and the research expertise of EDC. WGBH's NOVA scienceNOW program will collaborate with EDC to develop new metrics to understand how and why learners engage with science on social media. Deliverables will include six one-hour episodes of NOVA scienceNOW, short online videos, moderated online discussion events, and an online film festival. A new social Media Initiative will develop six live broadcast microblogging events, six post-broadcast online discussion events, daily social media updates, and an online film festival that will feature user generated videos. A range of STEM content in the videos and online posts will be framed around big science and engineering questions such as animal communication and survival systems, the biology of sleep, climate change, new technologies, energy, genetics, and natural disasters. The continued innovations and expansion of social media channels provides significant new opportunities for providing learner's access to high quality science content, researchers, and opportunities to participate in science. In the first phase of this work to deepen the evidence based understanding of how social media supports informal science engagement, NOVA and EDC will collaborate to develop new measurement instruments: (1) a Network Profile to quantitatively represent the size and activity of NOVA's social media network; (2) an Informal Science Engagement (ISE) index to measure the degree of engagement by coding and analyzing conversations and posts; (3) a Follower Profile to assess the degree of activity and the nature of the engagement; and (4) a Science Social Media Engagement survey instrument. They will then use these measures and data collection protocols to explore whether and how the initiative might influence science engagement. External expert reviewers with content and methodological expertise will review all aspects of the project at critical junctures. This project will contribute important new knowledge and research instruments and methods to better understand how the learning opportunities of social media channels can be realized most effectively. This has significant potential for broad and lasting benefits to society as well as advancing the informal science learning field.
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TEAM MEMBERS: Paula Apsell
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Nationally, the US has a shortage of computer scientists; a big part of this problem is that girls are discouraged from learning computer science at a very young age. This project tries to address this problem by creating a videogame specifically oriented towards getting middle school girls interested in learning computer science concepts outside traditional programming classes. Based on evidence that stories provide a compelling way to present complicated technical subjects and that girls in particular respond to technology careers as a way to help others, the project is building a videogame called "Gram's House" in which social workers intend to move a fictional grandmother to a retirement home unless the player can outfit her home with sufficient technology for her to remain independent. Solving puzzles in the game requires learning core computer science concepts. Research studies will be conducted to determine whether the videogame is effective at getting girls interested in computer science, at teaching computer science concepts, and whether using stories makes videogames more effective for learning. This project based on an earlier successful prototype uses an iterative research-based design process including paper prototyping, playtesting, and focus groups (N=20) to create age appropriate activities, based on the CS Unplugged series, that support learning concepts from the Data, Internet, Algorithms, and Abstraction sections of the high-school level CS Principles curriculum. A quantitative, quasi-experimental design will be used to determine the overall effectiveness of teaching CS concepts under three types of game conditions: (a) games alone, (b) games with fictional settings, and (c) games with stories. A novel assessment instrument will be developed to assess content learning and qualitative observation using a standard observation protocol will be used to gauge interest and engagement. 70-80 middle school girls will be recruited for afterschool participation in the study in two states. As part of the dissemination efforts, a facilitator's guide, rule book, and materials such as maps and storyboards will be created and shared with the game. In addition, a workshop for computer science and other teachers who are interested in using games to teach CS concepts will be conducted.
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TEAM MEMBERS: Elisabeth Gee Carolee Stewart-Gardiner
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
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TEAM MEMBERS: National Geographic Society Mary Ford
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a media project that created a documentary film about the Pulsar Search Collaboratory, as well as developing programming to be used both in the classroom and in diverse settings throughout the community.
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TEAM MEMBERS: Maura McLaughlin Sara Kolberg Megan Moore
resource research Media and Technology
The days of desktop dominance are over. Mobile has swiftly risen to become the leading digital platform, with total activity on smartphones and tablets accounting for an astounding 60 percent of digital media time spent in the U.S. The fuel driving mobile’s relentless growth is primarily app usage, which alone makes up a majority of total digital media engagement at 52 percent. In this report we let the numbers and charts do most of the talking, as the story of today’s app landscape is told through the visualization of comScore’s mobile data.
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TEAM MEMBERS: Adam Lella Andrew Lipsman