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resource project Public Programs
The Rochester Institute of Technology's National Technical Institute for the Deaf (NTID) and Center for Computational Relativity and Gravitation (CCRG) will collaborate on a CRPA project designed to develop a dance-based performance to educate deaf and hard of hearing students on astrophysics concepts. This project seeks to address the following goals: 1) provide all audience members with access to scientific information in an inherently engaging and stimulating manner; 2) facilitate the acquisition of scientific knowledge in all audience members, including deaf and hard-of-hearing individuals, with special reference to general information and basic concepts from the fields of gravitational physics and astrophysics; and 3) stimulate general interest in STEM fields within all audience members. An extensive team of physicists, arts faculty, computer scientists, performance experts, and evaluators have assembled to translate original research on gravity-based astrophysics, including collision events between black-holes and neutron-stars, entire galaxies, and the central black-hole engine that powers active galactic nuclei, into novel educational presentations. The original science to be presented was generated in part by the scientists at the Center for Computational Relativity and Gravitation. Project deliverables include live performances and a project website with educational materials and a virtual tour of the recorded performance. The live performances will include dance and computer generated visualizations of space phenomena, supplemented with discussion and interactive components to engage audiences both before and after the presentation. The mixed-method evaluation will provide insights into how the medium of dance can be used to engage audiences in STEM fields and increase the understanding of STEM content areas which have had little previous investigation, but may be highly relevant to the engagement of underserved audiences. Performances are planned for select sites in New York, Ohio, Connecticut, Rhode Island, Washington, DC, Pennsylvania and Maryland. It is estimated that the project will directly impact 7,000 individuals, approximately half of whom will be deaf or hard or hearing. Deaf and hard of hearing populations are greatly underserved in science education. This project is an effort to bridge that gap by providing creative models for communicating to the public on contemporary science concepts. Learning outcomes for the target audience include increasing awareness and interest in STEM, acquisition of information and basic concepts from the fields of gravitational physics and astrophysics, and enhancing awareness of relationships among science and the arts. Project activities will be disseminated through the website hosted by the Rochester Institute of Technology, as well as social networking sites including Facebook, Twitter, and Google+. The project will also be promoted through science festivals and media events.
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TEAM MEMBERS: Manuela Campanelli Hans-Peter Bischof Jacob Noel-Storr
resource project Public Programs
The Gertrude Stein Repertory Theatre (doing business as the Learning World Institute), in collaboration with informal science education venues, universities, and corporations in Chicago, San Diego, and Washington, D.C., is organizing a set of three professional conferences and a web site to encourage stronger national and local communities of practice around the application of arts-based learning (ABL) to informal science education. Arts-based learning is the instrumental use of artistic skills, processes, and experiences to foster learning in non-artistic disciplines. The goal is to apply ABL to informal science education in ways that can foster the acquisition of STEM skills that are important in today's workforce. The set of conferences, with a total attendance of 750, will focus on an understanding of current and potential ABL applications to workforce skill development, opportunities to practice ABL directly, and creation of a research agenda on the impact of ABL on science education. The web site (funded through other sources) will help conference attendees prepare for the workshops, provide opportunities for networking, aggregate resources, and host the research agenda.
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TEAM MEMBERS: Harvey Seifter
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 Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative high school team, called the Invention Crew. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA Coop
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team’s experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative middle school team, called the Design Team. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource research Games, Simulations, and Interactives
Dorion’s research, exploring the use of drama in science teaching, puts forth the concept of mime and role-play to help students to explore abstract scientific models. In addition, drama may support visualization of complex models. Drama can also change the dynamics within classroom talk and support a sense of community amongst students fostered by collaboration, social interaction, and fun.
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TEAM MEMBERS: Heather King
resource research
This paper describes a study designed to investigate whether fiction can help students to develop their opinions on socio-scientific issues. The findings suggest that fictional accounts can be effective, but the study did not investigate the quality of the reasoning underlying the opinions, nor their longevity.
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TEAM MEMBERS: Heather King
resource project Exhibitions
The Science Museum of Minnesota (SMM) is collaborating with the Museum of Science in Boston (MoS), the North Carolina Museum of Life and Science in Durham (NCMLS), Explora in Albuquerque, the Center for Research in Mathematics and Science Education at San Diego State University (CRMSE), and TERC in Cambridge, MA to develop, create and evaluate "MathCore for Museums," long-term math environments that children can interact with over multiple visits and over several years. The project is prototyping and producing 12 open-source, validated interactive exhibits about proportion: fractions, ratios, similarity, scaling, and percentages, basic concepts for understanding Algebra. The eight best exhibits will be replicated for each MathCore museum and the exhibits will be supported by a limited-access website designed to support and extend repeated use of exhibits and further exploration of ratio and proportion. Selinda Research Associates will conduct a longitudinal evaluation of the project. CRSME will conduct a research study of selected exhibit prototypes to investigate when children start to work on proving relations between similarity and proportion in informal settings, the relationship between children's artwork and mathematical insight, and the roles of bodily activity in learning to see relations in similarity and proportion. Results will be disseminated in peer-reviewed publications, at professional meetings, at the Association of Science and Technology Center's RAP Sessions at the NCMLS, and through the project's website.
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TEAM MEMBERS: J Newlin Ricardo Nemirovsky
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