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resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource evaluation Media and Technology
National Science Foundation (NSF) awarded an Informal Science Education (ISE) grant, since renamed Advancing Informal STEM Learning (AISL) to a group of institutions led by two of the University of California, Davis’s centers: the Tahoe Environmental Research Center (TERC) and the W.M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES). Additional partner institutions were the ECHO Lake Aquarium and Science Center (ECHO), Lawrence Hall of Science (LHS) at the University of California, Berkeley, and Audience Viewpoints Consulting (AVC). The summative evaluation study was
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resource research Media and Technology
The overall purpose of the Kinetic City (KC) Empower project was to examine how informal science activities can be made accessible for students with disabilities. The premise of this project was that all students, including those with disabilities, are interested in and capable of engaging in science learning experiences, if these experiences are accessible to them. Drawing on resources from Kinetic City, a large collection of science experiments, games, and projects developed by the American Association for the Advancement of Science (AAAS), the project researched and adapted five after
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TEAM MEMBERS: Bob Hirshon Laureen Summers Babette Moeller Wendy Martin
resource evaluation Media and Technology
In support of a summative evaluation of SciGirls Season Three, Multimedia Research developed a scale to assess preteen girls’ interest in nature and science. The work was sponsored by Twin Cities PBS under NSF Grant No. 1323713. Multimedia Research developed, piloted, validated and implemented the GINSS: A nine statement Likert scale constructed to reveal girls’ strength of interest in nature and science activities. Researchers and evaluators are encouraged to use this scale to extend its application. Please email if you eventually use the scale in your research or evaluation: Flagg
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TEAM MEMBERS: Barbara Flagg
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
Living Liquid is a full-scale development project that will develop and research a new genre of science exhibit that engage visitors in inquiry with large scientific datasets through interactive visualizations. Building on findings from a prior pathways project, Living Liquid will develop three interactive visualizations on a multi-touch Viz Table with a tangible user interface. Each visualization will support visitors in the exploration of a dataset provided by the project’s science partners: 1) Plankton Patterns will show how the ocean is defined by regions of microscopic life using data from the MIT Darwin Project; 2) Ocean Tracks will reveal the “highways” large marine creatures travel with data from the TOPP project at Stanford University; and 3) Genetic Rhythms will follow the activity of marine creatures’ genes in response to environmental conditions based on data from the Center for Microbial Oceanography Research and Education (C-MORE). Through an iterative process of collaborative research and development among museum professionals, educational researchers, computer scientists, marine biologists, data artists and interaction designers, this project seeks to: (1) Advance public understanding of ocean ecosystems and large data inquiry skills through the development of a Viz Table. (2) Advance STEM professionals’ knowledge of how to engage the public in inquiry with visualizations through an educational research study. (3) Increase the capacity of STEM professionals (both ISE developers and research scientists) to develop visualizations through a collaborative development process that includes graduate student training and residencies.
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TEAM MEMBERS: Jennifer Frazier Joyce Ma Kwan-Liu Ma
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Media and Technology
This research and development project explores the mechanisms that initiate and support innovation in early childhood education, especially in combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning. Deliverables include 27 episodes of Peg+Cat, an animated math adventure series on PBS, 8 related online games and apps, summer math institutes and school-year training for preschool/Head Start teachers, and complementary activities and resources to support parent's knowledge and practice and student's engagement, interest, and learning of foundational math concepts. The research agenda will test several hypotheses regarding the strategies to extend teacher's math content knowledge and pedagogy and parent/ caregiver's understanding and valuing of math. A key question will focus on how coupled learning opportunities (professional development for teachers, transmedia, and support for families) enable and sustain children's engagement and learning in math. Formative evaluation of the media components will use focus groups of 3-5 year olds to assure develerables are engaging and accessible. The summative evaluation by Rockman et al will focus on how well the project met its overall goals including the project implementation, and impacts on Head Start teachers, parents/caregivers, and preschoolers. The project's transmedia deliverables will reach millions of preschoolers through daily PBS broadcasts and online games and apps. Fifty Head Start teachers will participate in the two-year professional development program and will be using new content knowledge and pedagogy to teach 550 Head Start children in southwest Pennsylvania and engage their parents/caregivers. The Head Start infrastructure will provide further dissemination of the project's findings and resources.
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TEAM MEMBERS: Hedda Sharapan Chris Rodgick Cynthia Tananis Nancy Bunt Mallary Swartz Camellia Sanford-Dolly
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource evaluation Media and Technology
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS: Brigham Young University, University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco
resource research Media and Technology
This is the first report in a series on game “impact types.” We begin with the problem. Our field needs a better way to talk about impact — a deeper conversation that is more fundamentally inclusive and multi-disciplinary, yet still evidence-based. This report is a first step, revealing the basic fragmentation and documenting its harm. Not just beginners, but our best journals and public awards can inadvertently overlook full categories of impact, and disagree on what evidence looks like. Creativity is too easily and unhealthily pitted against impact design. Even the language of “double-blind
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TEAM MEMBERS: Benjamin Stokes Nicole Walden Gerad O'Shea Francesco Nasso Giancarlo Mariutto Asi Burak