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resource project Media and Technology
This project will use a complex systems approach to hazard reduction across multiple scales of risk by developing a new generation of socio-technical digital twin that integrates models of physical infrastructure systems and virtual networks of communication with social games to engage community awareness and commitment to collective action.
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TEAM MEMBERS: Kenichi Soga Louise Comfort Stephen Collier Michael Gollner J. Keith Gilless
resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource project Media and Technology
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
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TEAM MEMBERS: Rita Karl
resource evaluation Media and Technology
A research study was conducted to help inform UC Davis's Tahoe Environmental Research Center (TERC) about the greater Lake Tahoe area community's perceived value of the center and two 3D visualizations included as part of their guided tour of the center. Research questions focused on how various local groups perceived the center, how TERC can better engage locals and tourists alike, the potential for the current 3D visualizations (Lake Tahoe, Earthquakes) for impacting attitudes and behaviors about the Lake and how the Lake Tahoe 3D visualization impacted middle school students during a school
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TEAM MEMBERS: Steven Yalowitz University of California Davis
resource project Media and Technology
The project includes a simulation based Family Learning Program to be administered through the International Challenger Learning Center (CLC) network. The goal is to develop families' skills in learning as a team through science, math and technology (SMT) in an environment where parents and children are co-travelers in a world of ideas. PACCT is disseminated through ten of the Challenger Learning Centers reaching 22,000 families nationwide. Many of these activities are completed in the home at no cost to the anticipated 12,500 participating families. Through this network of centers, all types of communities are served in many states. The activities include Sim-U-Voyages, where family teams work at home; Sim-U-Challenges, where families create a physical model responding to a challenge; Sim-U-Visits, where families hear from scientists and work as scientists in a team solving a problem; and Sim-U-Ventures, which result in flying a mission. Cost sharing is 8%.
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TEAM MEMBERS: Linda Morris Jan Anstatt
resource project Media and Technology
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
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TEAM MEMBERS: David Davis Noel Broadbent Margaret Watters Jennifer Borland
resource project Media and Technology
IDSolutions, in partnership with the National Association of Health Education Centers (NAHEC) and eight NAHEC member organizations will develop an original project to provide informal science education experiences to children, families and the local community via visual communications' technology. This initiative includes building a technical infrastructure that will connect participating Health Education Centers. It will expand beyond the installation of a network and will focus the bulk of its energy on the technology's application -- generating inquiry-based science experiences through active engagement with content that originates from remote locations. Through the creation of an Interactive Videoconferencing Programming Collaborative (IVPC), IDSolutions, NAHEC, and NAHEC Members will produce and disseminate to our target audience of school-age children, families, community groups and teachers, a high volume of science-related programming. The core content of the initial set of programs will be extracted from one of the nation's most popular life science traveling exhibits called "Grossology." These distance-learning programs will originate from a central "studio" location and will be available during the day, after school, on weekends, during summer breaks and holidays. Supporting this effort will be Advanced Animations (designers of "Grossology" and "Experience Science!"), a science education consulting company.
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TEAM MEMBERS: Timothy Barshinger David Midland
resource project Media and Technology
The Educational Film Center will complete production of a science, engineering, and technology careers exhibit and informal science education project for use in science museums, libraries, schools, and community locations. The twelve additional interactive and linear career profiles to be produced under this grant will bring the total number of careers available in a fully interactive mode to thirty-two. Users will be able to explore each of these careers with first person video profiles of people in science and engineering and animated/reality video simulations of work experiences in these fields. The exhibit also with provide guidance to help users make decisions about education and career choices and will include a database of information about approximately 200 additional science and math-based professions. The project also will undertake the development and testing of eight permanent model Family Outreach Science Career Education Centers in eight cities. These centers will be based on and will expand upon the experience the project had in their earlier model Parent Outreach Science Career Program. Utilization support will be provided through special target leader guides, presentations and workshops at national and regional meetings of user organizations and groups, and a SETQuest bulletin board and e-mail network for the exchange of user science career programming. This project is a collaborative effort among four organizations: The Educational Film Center (EFC) is responsible for management of the project and for the development of production of the software and the documentary video profiles; COMAP is responsible for selecting and hiring content consultants, for formative and summative evaluation, and will jointly market and distribute the material with EFC; The New York Hall of Science is responsible for the exhibit kiosk and graphics, the design and development of the workbook and museum installation print components of the project, and will serve as principal test site for the exhibit; and the AAAS is coordinating the design, implementation, and testing of parent outreach program. All of the organizations will be involved in presentations and dissemination of project information to the informal and formal education communities.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg
resource project Media and Technology
The Educational Film Center (EFC) is developing a science, engineering, and technology careers exhibit for distribution to science museums and technology centers. The core of the exhibit kiosk, with related career graphics surrounds, is SET/QUEST, an interactive multimedia program for both Macintosh and PC/Windows using CD-Rom as the full motion video source. Teens and preteens will enter an interactive exploration of thirty careers with first person video profiles of people in science and engineering; animated/reality video simulations of a work experience in these fields, decision screens, and a database of over 200 more science and math-based professions. The documentary profiles, database, and a personal interest career match component will also be developed in alternative media formats (video, audio, print) for broad distribution to community and youth education networks, schools, and libraries. Specific emphasis in this project is being placed on reaching and attracting female, minority, and disabled youth. A parent outreach component has been developed and will be implemented by the Directorate of Education & Human Resources Programs of AAAS. The concept of the parent effort is to work directly with and through the national offices of four major national organizations with different institutional community roots -- Science Museums, Public Libraries, Schools, and Community Based Organizations -- to involve parents and families with SET Project materials and to provide them with information with which they can foster their children's pursuit of science and math education and careers in these fields. Initial efforts will be conducted in 18 cities. The project is a collaborative endeavor among three organizations: The Educationa l Film Center which will be responsible for management and development/production of the software and documentary video profiles; The New York Hall of Science which will be responsible for the exhibit kiosk and graphics, will design and develop the student workbook and user installation print, will serve as the principal test site for the exhibit, and will advise on software, interactive multimedia design, and installation options; and COMAP which will be responsible for direct involvement of the Advisory Board, for selecting and hiring content consultants, for assuring the accuracy of the science and math content, for formative and summative evaluation, and for developing and preparing community leader and school users guides for publication. Stephen Rabin, President of EFC, will serve as PI for the project.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg
resource project Media and Technology
This project will develop a comprehensive Space Weather Outreach program to reach students, educators, and other members of the public, and share with them the discoveries from this scientific discipline. The Space Science Institute will capitalize on its prior successes and the success of other education programs to develop a comprehensive and integrated program that has the following five components: (1) the Space Weather Center website that includes online educational games; (2) Small Exhibits for Libraries, Shopping Malls, and Science Centers; (3) After-School Programs; (4) Professional Development Workshops for Educators, and (5) an innovative Evaluation and Education Research project. Its overarching goal is to inspire, engage, and educate a broad spectrum of the public and make strategic and innovative connections between informal and K-12 education communities. Partners include UC Berkeley's Space Sciences Laboratory; the American Library Association; Macerich: a mall developer with nationwide impact; and the Math, Engineering, Science Achievement program. The project brings together a creative collaboration between exhibit designers, graphic artists, formal/informal educators, and research scientists. The project spans a full spectrum of science communication strategies (formal, informal, and public outreach). The evaluation part of the project will examine how well the project elements work together and a pilot research study will explore the efficacy of online digital games for communicating complex space weather content. Results will be published and the findings presented at professional meetings and online. The three-year project is expected to impact well over two million people, including exhibit and website visitors and outreach visitors at various venues such as libraries and malls.
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TEAM MEMBERS: Paul Dusenbery James Harold Lisa Curtis Brad McLain