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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource project Media and Technology
The Ka Makaiwa: Strengthening Digital Access for Native Hawaiian Futures project will develop an approach to producing online exhibits and related programming for the Bishop Museum. The project will address barriers to physical access to collections expected to continue beyond the pandemic by expanding access to information by developing a high-quality, thoughtfully designed, and user-friendly online exhibit platform. The museum will capture photographs, video footage, and other content from the (Re)Generations: Challenging Scientific Racism in Hawaii exhibition, which explores racism and bias in scientific research while celebrating Native Hawaiian voices and collaborative endeavors. The project team will test a beta version internally and conduct a thorough internal review before launching the online exhibit publicly.
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TEAM MEMBERS: Melissa Tulig
resource project Media and Technology
The University and Jepson Herbaria at the University of California, Berkeley will develop a series of virtual workshops that promote experiential learning and discovery in the fields of botany, ecology, and conservation biology. The workshops and accompanying recordings will address critical environmental issues. Geared toward lifelong learners, recordings of the lecture portions of the twelve workshops will be made available online and free of charge. The workshops and videos will provide high-quality, museum-based educational resources that demonstrate the value of museum collections and how those collections are used in research and education. By bringing environmental education to a broader audience, this program will educate participants about how each member of a community can contribute to local efforts to protect natural resources.
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TEAM MEMBERS: Bruce Baldwin
resource project Media and Technology
The Westchester Children’s Museum will develop Full STEAM (Science, Technology, Engineering, Art, and Math) Ahead, an integrated, module-based sequence of hands-on STEAM workshops adaptable for both in-person and virtual teaching for high-need 2nd to 6th grade students at Thomas Cornell Academy in Yonkers, NY and Waterside School in Stamford, CT. Project activities include program development, preparation, delivery, and evaluation to create programs that are replicable and sustainable while leveraging the museum’s resources to demonstrate how it can support their communities in need during unprecedented times. Full STEAM Ahead anticipates reaching 300 students from low-income and economically disadvantaged families.
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TEAM MEMBERS: Margie Wolf
resource project Media and Technology
The Harvard Museums of Science and Culture will improve the ability of middle school teachers to use museum-based digital resources to support classroom instruction aligned with state and national science standards. Working with advisory teachers from five collaborating school districts, the museum will co-create classroom activities, based on digital resources from its collections, along with associated teacher professional development programs at three sites across urban and rural Massachusetts. The project will provide schools with access to classroom-ready resources that successfully support student learning. Teachers will learn how to use these materials, integrate them into their teaching, and enhance their skills to teach science content and practice. External evaluators will assess the project's effectiveness by measuring teacher implementation of the digital resources in the classroom, requests for information and assistance, and changes in teachers' confidence and comfort levels.
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TEAM MEMBERS: Wendy Derjue-Holzer
resource project Media and Technology
The Discovery Center at Murfree Spring will partner with Mid-Cumberland Head Start to launch the SPARK! Head Start program to reach under-resourced early learners, families, and teachers in Rutherford County, Tennessee. Building on its successful STEM programming that integrates science with children's books, the museum will increase connections between science and literacy skills for 132 pre-K children ages three to five, and enhance the capacity of 16 teachers and two administrators within Rutherford County. Head Start will integrate and embed literacy and science process skills through hands-on STEM activities linked to children's literature and best practices. The project will also include programming designed to increase family engagement in STEM at the museum and at partnering Head Start centers.
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TEAM MEMBERS: Dale McCreedy
resource evaluation Media and Technology
In its program, “Maximizing Lifelong Learning Opportunities: Innovative Strategies for Science Museums,” the American Museum of Natural History sought to develop, implement and assess a series of online and face-to-face adult learning courses, that shared the name “Our Earth’s Future” and focused on the topic of climate change. An external evaluation of this effort was conducted by Rockman et al, an independent evaluation firm that specializes in the evaluation of informal science learning programs. This research effort builds on prior knowledge gained from studies of adult learning programs
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TEAM MEMBERS: Jennifer Borland Ruth Cohen Debra Tillinger Maria Janelli
resource evaluation Media and Technology
From 2013-2016, Pacific Science Center, implemented the Exploring Earth Systems Sciences (EESS) project with the purpose of developing and delivering scripted demonstrations utilizing the Science On a Sphere (SOS) technology in order to promote understanding of and increase interest in Earth systems sciences. Specifically, the grant allowed the Science Interpretation team to research and write 20-minute presentations, targeted towards visitors aged 11 and older, about nine unique topics such as: climate change, weather, seasons, or the Polar Regions. Staff were then provided training in
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TEAM MEMBERS: Chris Cadenhead
resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource project Media and Technology
The Clay Center for Arts and Sciences of West Virginia will create professional learning communities of teachers and after-school staff serving 7th grade students at seven partner schools using digital storytelling as a tool to explore energy-related topics impacting their communities. West Virginia's role as a leading coal producer and the impact of natural gas drilling served as strong influencing factors in the creation of this STEAM project, titled emPOWERed Stories. Students will create an exhibit that incorporates these digital stories. The results will inform the broader field on ways to better blend formal and informal education experiences to become more potent learning environments.
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TEAM MEMBERS: William Jeffries
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource project Media and Technology
Museums continue to invest in and experiment with internet technologies and increasingly with social software environments (i.e., social networking). These technologies have the potential to lead to a number of important intellectual and social outcomes such as learning, community building, and greater public understanding of, in our case, science. It is the possibility of supporting learning in digital environments that is the focus of this research project. In our previous work, online facilitation has emerged as a big deal and perhaps determines successful online museum environments from unsuccessful environments. To study facilitation, we seek to understand facilitation styles and their outcomes in two distinct but representative museum environments. The first, Science Buzz at Science Museum of Minnesota, is a popular website identified by the field to be exemplary because of its educational value and its use of Web 2.0 functionality. The second case is the more distributed use of social software at the North Carolina Museum of Life and Science (MLS). Instead of creating learning platforms that are hosted internally, MLS is experimenting with building learning communities where people are already gathering on the web like Flickr, Twitter, and YouTube. We anticipate being able to identify clear, replicable facilitation styles and to identify outcomes associated with those styles.
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