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resource project Media and Technology
Kinetic City After School is a project supported by a prior NSF award that has produced over 80 activities in areas typical of after school activities such as computer games/simulations, hands-on activities, active play, and art and writing. This pathways project, KC Empower, will redesign and test five activities of the 80 activities currently developed by Kinetic City using a new approach to increase the representation of children and youth with disabilities in informal science settings. The project will test how universal design principles can be integrated with new technologies, not available when most after school STEM content was created, to address the needs of students with disabilities. The technologies used in the redesign include advanced mobile platforms and applications; search engines that sift through audio, image and video files; gaming input devices that respond to body movements; and information restructuring that allows multiple representations of content. The project will test how universal design guidelines will work with new technologies, in the short-term providing hands-on activities more accessible to students with disabilities, while increasing access for all students. The project is expected to lead to a full scale development project that will update all modules in Kinetic City After School. The target audience is 3rd - 5th grade students. The hypothesis of the project is that designing for disability can strengthen activities designed to increase science knowledge. Rather than making accommodations for persons with disabilities, it is the environment and design that are disabled, and it is better educational practice to rethink the activity from the point of view of all learners, including those with disabilities. Thus the use of universal design will address how best to present material for all users while influenced by the challenges presented by disabled users. The project includes the Coalition for Science After School, the Center for Applied Special Technology and the Afterschool Alliance.
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TEAM MEMBERS: Robert Hirshon Laureen Summers
resource research Public Programs
Students with special educational needs score significantly below their peers across several measures of science achievement. However, educational approaches that provide appropriate scaffolding and support, such as the inquiry-based science writing heuristic described in this paper, can benefit special educational needs students and ensure an equitable experience for all.
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TEAM MEMBERS: Heather King
resource project Media and Technology
The Badges for College Credit project designs and researches: (1) a digital badge system that leads to college credit as the context for investigating how to integrate badges with learning programs; (2) how to assess learning associated with badges; and (3) how badges facilitate learning pathways and contribute to science identity formation. The project is one of the first efforts to develop a system to associate informal science learning with college credit. The project will partner with three regional informal science institutions, the Pacific Science Center, the Future of Flight, and the Seattle of Aquarium, that will facilitate activities for participants that are linked to informal science learning and earning badges. The project uses the iRemix platform, a social learning platform, as a delivery system to direct participants to materials, resources, and activities that support the learning goals of the project. Badges earned within the system can be exported to the Mozilla Open Badges platform. Participants can earn three types of badges, automatic (based on participation), community (based on contributions to building the online community), and skill (based on mastery of science and communication) badges. Using a learning ecologies framework, the project will investigate multiple influences on how and why youth participate in science learning and making decisions. Project research uses a qualitative and quantitative approach, including observations, interviews, case studies, surveys, and learning analytics data, and data analytics. Project evaluation will focus on the nature and function of the collaboration, and on the scale-up aspects of the innovation and expansion, by: (1) analyzing and documenting effective procedures,and optimal contexts for the dissemination of the model and (2) by analyzing the collaboration between informal science organizations and higher education.
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TEAM MEMBERS: Carrie Tzou Karen Lennon Amanda Goertz Gray Kochlar-Lindgren
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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resource project Media and Technology
TERC, in partnership with the Boston Museum of Science, will investigate deaf and hard-of-hearing museum visitors' use of App-based signing math and science dictionaries delivered on the iPod Touch. The project is employing a mixed-methods design to study how and the extent to which family visitors, ages 5-12+, and classroom visitors in grades K-12 use the dictionaries to access and communicate about exhibit content and engage in activities. Study participants will visit one of two preselected exhibit areas and do several activities that have Word Lists posted on the activity panels. The Word Lists include key terms for the activity that are also included in at least one of the dictionaries. They will then do several activities that do not have Word Lists posted. A coin toss will be used to randomly assign the first group of visitors to a starting Word List condition. The second group will then begin with the alternate Word List condition. From this point on, subsequent groups will continue to alternate the starting point. Data collection will include observation, videotaping, interviews, and surveys. Results of the study will be disseminated through a report of findings, presentations and publications.
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resource project Media and Technology
The project, from Indiana University Purdue University Indianapolis (IUPUI), investigates the design, development and dissemination of metaphoric aural sound symbols (audemes), audeme dictionary and riddle audeme games to teach scientific concepts to 75-100 students who are blind and visually impaired (BVI). A number of research questions are included. How do audemes and sequences function as metaphors of STEM concepts? Which audeme game structures and strategies work best to engage BVI students? How do audemes and audeme games impact STEM education? The audeme-to-concept-to-audeme dictionary will build scientific concepts using standards, state-approved science textbooks, teachers and students. They will also examine secondary words that are associated with the science concepts by mining textbooks, identifying tertiary concepts, and establishing a preliminary dictionary of audemes. A team of education, students and professionals who are experts will design the audemes after multiple iterations. A control and experimental group of students will test the audemes through traditional methods and audeme games. Students will complete a pre and post test of scientific concepts with repeated measures ANOVA to examine changes on student scores from the control and experimental groups. This work using audemes to teach scientific concepts will make contributions to BVI, learning disabilities, and general population students. Audemes and audeme games have the potential for broad implementation in both formal and informal settings for computers, mobile, and other networked platforms.
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TEAM MEMBERS: Steven Mannheimer Mathew Palakal Davide Bolchini
resource project Media and Technology
This proof-of-concept project is a collaboration of the Museum of Science in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum. The project will demonstrate that the project team can design and develop digital interactive museum exhibit devices that work for visitors who have a wide range of disabilities. The outcome will be one "exemplar" exhibit based on an exhibit scenario where museum visitors learn STEM concepts by manipulating and analyzing real data. The project will also develop and test the efficacy of a prototype Do-It-Yourself (DIY) Toolkit that will help other museum professionals implement the digital interactive strategies. In addition, the project will produce a white paper on the specific exemplar and a research paper with guidelines for digital interactive exhibits in museum. The project uses an innovative workshop approach that brings together individuals from a diverse range of fields to develop the digital interactive strategies. After developing the "exemplar" exhibit, the team will develop the DIY Toolkit and test the efficacy of the Toolkit in museums that do not have the same level of exhibit development resources as larger institutions. The the project's evaluation will not only determine if the exemplar works well with a wide range of people with disabilities, but also determine the cost-effectiveness and efficacy of the workshop strategy and the ability of other museums to use the DIY toolkit. If successful, this project will attend to an area of high need in the informal science education (ISE) museum exhibit community and provide a resource that will serve a wide range of ISE institutions. If the project evaluation outcomes are positive, the project will lead to a larger effort to develop more exemplar exhibits based on different scenarios and an expansion of the DIY Toolkit.
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TEAM MEMBERS: Christine Reich Bradley Botkin Jim Spadaccini Andrea Durham Paige Simpson Anna Lindgren-Streicher Kate Haley Goldman