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resource evaluation Public Programs
Queens Central Library contracted Randi Korn & Associates, Inc. (RK&A) to conduct an evaluation of the newly completed Children's Library and Discovery Center (CLDC), partially funded by the National Science Foundation. In addition to traditional children's library resources, the CLDC includes interactive science exhibits, programming space, and an early childhood area. The evaluation sought to understand 1) how its family customers use the new CLDC (and its exhibits) and what they most value about it, and 2) experiences of CLDC staff who interact with the customers. How did we approach this
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TEAM MEMBERS: Randi Korn & Associates, Inc. Queens Central Library
resource evaluation Public Programs
In 2006, the Institute for Advanced Learning and Research (IALR) received a three-year grant from the National Science Foundation's Information/Innovative Technology Experiences for Students and Teachers (ITEST) division to create the Dan River Information Technology Academy (DRITA) for under-served high school students in rural Virginia. The only program of its kind in Southern Virginia, the program was designed to provide participating students with competencies in information technology (IT) and workforce skills. In addition, the program seeks to encourage students to graduate from high
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TEAM MEMBERS: Irene Goodman Lorraine Dean Miriam Kochman Helena Pylvainen Colleen Manning Karen Peterman Institute of Advanced Learning and Research
resource project Public Programs
Butterflies and Moths of North America (BAMONA) is a user-friendly web site and database that shares butterfly and moth species information with the public via dynamic maps, checklists, and species pages. BAMONA data are updated regularly and come from a variety of sources, including citizen scientists. Individuals can get involved by documenting butterflies and moths in their neighborhoods and submitting photographs for review. Collaborating lepidopterists serve as coordinators and oversee quality control. Submitted data are verified, added to the database, and then made available through the web site.
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TEAM MEMBERS: Butterfly and Moth Information Network Kelly Lotts Thomas Naberhaus
resource project Public Programs
Each class K-8 has chosen a species of local animal to study and collect NatureMapping data. K-spiders, 1st-butterflies and moths, 2nd- birds, 3rd-insects, 4th-reptiles, 5th-wildflowers and weeds, 6th-fossorial mammals. We have produce a native plant garden, a field guide that we add to each year, a school mural. We study on the schoolgrounds, at a local creek area, in a local canyon and on a local mountain so the students can compare common animals and plants from 4 different areas.
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TEAM MEMBERS: Karen Dvornich
resource project Public Programs
Monarchs in the Classroom provides a wide variety of materials and professional development opportunities for teachers, naturalists and citizens throughout the US. Two groups of behind the scenes people work together in a unique partnership to make this program successful: classroom teachers and scientists committed to sharing their expertise with the broader community. All of our programs reflect this partnership, combining real science with techniques that work for teachers, students and citizens, and promoting practices in which children learn science in ways that reflect the inquiry methods used by scientists to understand the natural world.
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TEAM MEMBERS: Karen Oberhauser
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 Public Programs
The Exploratorium is developing a model program that demonstrates the vital role science museum exhibits can play in supporting formal science education reform. The development of exhibitions and enhancement activities is based on the Science Framework for California Public Schools and the emerging National Science Education Standards. The project includes: A series of four museum exhibitions (with a total of 60 exhibits) based on the Science Framework themes of Patterns of Change, Stability, Scale and Structure, and Systems and Interactions Publications (Exhibit Guides and Pathways) for each collection A series of workshops and evening events for teachers, families and students A symposium, video and Internet resource for museum and education professionals An important feature is an information desk and resource kiosk to inform teachers, parents and the general public about science education reform efforts. The project aims at 5,000 teachers, 32,000 parents and caregivers, 140,000 students and 1,320,000 members of the general public.
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TEAM MEMBERS: Thomas Humphrey Lynn Rankin
resource project Professional Development, Conferences, and Networks
Rhode Island Information Technology Experiences for Students and Teachers (RI-ITEST) is a comprehensive ITEST project for high school students and teachers. The goal of RI-ITEST is to prepare students from diverse backgrounds for careers in information technologies by engaging them in exciting, inquiry-based learning activities that use sophisticated computational models in support of a revolutionary science curriculum. It advances science education by enhancing the Physics First initiative in Rhode Island through the use of NSF funded student materials based on molecular modeling and promotes IT education by teaching modeling skills and providing students with career and vocational information on the use of computational models. The project provides over 120 hours of credit-bearing activities for 100 teachers and full support for classroom implementation. RI-ITEST is developing an optimal placement of the interactive materials from CC's Science of Atoms and Molecules project in the Physics First courses in Rhode Island; developing IT materials that are coordinated with the student materials that emphasize modeling skills and the career and vocational dimensions of computational modeling; preparing100 diverse Rhode Island science teachers in two cohorts to offer a course in the Physics-Chemistry-Biology sequence; developing materials and supports for using molecular dynamics and related IT materials for teachers in Rhode Island and elsewhere who are not ITEST participants; generating evidence for the effectiveness of the IT-enhanced project materials for increasing student learning and changing student attitudes about science, mathematics, and technology careers; reaching parents, guidance counselors, school administrators, and business partners with information about the project, student productions, and evidence for effectiveness; disseminating materials and findings to other teachers, programs, and districts nationwide.
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TEAM MEMBERS: Daniel Damelin Gerald Kowaiczyk James Magyar
resource project Media and Technology
The National Action Council for Minorities in Engineering (NACME) is implementing a new, 41-month phase and augmentation of a national public service advertising campaign that was launched in 1995. The Math is Power campaign was developed by NACME in partnership with The Advertising Council toward the goal of creating an increase in the number of students who graduate from high school with prerequisite courses to enroll in any rigorous, math- or science-based undergraduate program. The current project is designed to reach all students but is especially targeted to groups currently underrepresented in math and science and will be anchored by highly directed television, radio, print, and outdoor advertising. The new phase will introduce a Math is Power interactive web site. The website will allow NACME to add direct services to the information packets that are sent to students and parents who respond to the public service advertising. It will include: content relevant, age appropriate math challenges, games, problems, and contests; a national registry of math opportunities where students, parents, and teachers can find mathematics resources; an on-line special events chat room; and a best practices bulletin board. NACME will coordinate their outreach efforts with services such as the Community Technology Center Network (CTCnet) in order to facilitate web access for youth and parents in disadvantaged neighborhoods. They also will work directly with 25 cities with the greatest numbers of citizens who fall in the target population. Math and Science education services in these cities will be able to localize much of the material through such means as placing a local tag on the television ads. In addition, the NACME production and distribution capabilities will be substantially expanded to meet the tremendous demand for Math Is Power materials.
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TEAM MEMBERS: Ronni Denes
resource project Media and Technology
The Maryland Science Center, in partnership with SK Films, Inc. received NSF funding to produce a large format, 2D/3D film and multi-component educational materials and activities on the annual migration of monarch butterflies, their life cycle, the web of life at select sites where they land, and the citizen science efforts that led to the monarch migration discovery. Project goals are to 1) raise audience understanding of the nature of scientific investigation and the open-ended nature of the scientific process, 2) enhance and extend citizen science programs to new audiences, and 3) create better awareness of monarch biology, insect ecology and the importance of habitat. Innovation/Strategic Impact: The film has been released in both 3D and 2D 15/70 format. RMC Research Corporation has conducted evaluation of the project, both formatively and summatively, including a study of the comparable strengths of the 2D and 3D versions of the film. RMC has conducting formative evaluation and is currently conducting summative evaluation to assess the success of project materials in communicating science and achieving the project's learning goals. Collaboration: This project employs a collaborative model of partnerships between the project team and the National Science Teachers Association (NSTA), the University of Minnesota's Monarchs in the Classroom and Monarch Watch. Project advisors represent world-renown monarch butterfly research scientists and educators, including Dr. Karen Oberhauser, named a "Champion of Change" by President Obama in June 2013, and Dr. Chip Taylor, founder and director of Monarch Watch at the University of Kansas.
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TEAM MEMBERS: Jim O'Leary
resource project Public Programs
The Addressing Gender Barriers in STEM through Theatre of Social Engagement project responds to the need to educate the public about the careers in computer and information science and engineering (CISE) fields by educating high school students, parents, teachers and counselors about the barriers to participation that confront women and other underrepresented groups. In this Communicating Research to Public Audiences (CRPA) project, a dramatic play is used to communicate the findings from the PI's work which resulted in a theory about gender and IT to explain and predict gender (under)representation in IT fields. The play dramatizes constructs of the theory, particularly the ways in which gender, ethnicity, and class affect identity and career and life decisions. Drawing from life history interviews conducted as a part of the research, the storyline of the dramatic play centers on three young women who are graduating from high school and making decisions about their futures and possible careers in IT. Situated squarely in the realm and literature of "theatre of social engagement," this play, and its staged readings and ancillary website, extend access beyond the scientific community to new scientific research on gender barriers in CISE. Learning goals for the project include: 1. Awareness and knowledge about possible computer and information science and engineering careers; barriers and stereotypes that affect CISE career choice among women; and "significant others" such as partners, family members, mentors and teachers who can make a difference at key inflection points in career decision making. 2. Attitude change about the CISE fields being open to everyone regardless of gender, ethnicity, race or class; how one's individual characteristics can be used to resist barriers to inclusion in CISE careers. 3. Intended behavior about learning more about CISE careers and educational opportunities; and responding to negative stereotypes related to CISE. Evaluation of the proposed project will include observations, talk-back sessions (focus groups) after readings of the play, pre-post surveys administered at the showings, and a second post-performance survey to be administered a certain amount of time after the showing. Dissemination will be through readings of the play for audiences in New Jersey and Pennsylvania, with partnering informal learning venues, and through an associated website which will allow visitors to download and stage the play themselves. Advertisement for the play and the website will take place through websites such as Facebook, Twitter, and websites that promote diversity in computing. In addition, the PI intends to contribute to the scholarly literature on theatre as an informal learning approach and on the findings of how audiences respond to the play itself.
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TEAM MEMBERS: Eileen Trauth
resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman