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resource research Media and Technology
Through this review of research on public engagement with science, Feinstein, Allen, and Jenkins advocate supporting students as “competent outsiders”—untrained in formal sciences, yet using science in ways relevant to their lives. Both formal and informal settings can be well suited for work in which students translate scientific content and practices into meaningful actions.
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TEAM MEMBERS: Elaine Klein
resource evaluation Exhibitions
The Smithsonian’s National Museum of Natural History (NMNH) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a multi-method summative evaluation of Q?rius, an interactive and experimental learning space that brings the unique assets of NMNH—the science, researchers, and collections—out from behind the scenes. Q?rius is designed as a flexible space for walk-in visitors visiting exhibitions at the Museum as well as a program space. Given the breadth of experiences available in the space, the scope of the evaluation specifically targeted walk-in youth and adult visitors to Q?rius.
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TEAM MEMBERS: Amanda Krantz
resource project Media and Technology
Discover NASA is the Discovery Museum’s endeavor to engage students in grades K through 12 as well as members of the general public in innovative space science and STEM-focused learning through the implementation of two modules: upgrades to the Challenger Learning Center, and the creation of K through 12 amateur rocketry and spacecraft design programming. The programming will be piloted at the Discovery Museum and Planetarium, and at the Inter-district Discovery Magnet School and the Fairchild-Wheeler Multi-Magnet High School, with an additional strategic partnership with the University of Bridgeport, which will provide faculty mentors to high school seniors participating in the rocketry program. Through these two modules, the Discovery Museum and Planetarium aims to foster an early interest in STEM, increase public awareness about NASA, promote workforce development, and stimulate an interest in the future of human space exploration. Both modules emphasize design methodologies and integration of more advanced space science into the STEM curriculum currently offered by Discovery Museum to visitors and public schools. The Challenger Learning Center upgrades will enable the Museum to deliver simulated human exploration experiences related to exploration of the space environment in Low Earth Orbit and simulated human exploration of Moon, Mars, and beyond, which will increase public and student awareness about NASA and the future of human space exploration. The development of an amateur rocketry and spacecraft development incubator for education, the general public, and commercial space will stimulate the development of key STEM concepts.
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TEAM MEMBERS: Alan Winick
resource project Public Programs
Science Museum of Minnesota will create three live theater productions highlighting current laboratory and field research studies of science issues with strong topical relevance to families with school-age children, school groups, and adult lifelong learners. Shows will align with the appropriate grade levels of the Minnesota Science Education Standards in three age levels: early elementary (grades 1–3), upper elementary and middle school (grades 4–8), and high school students and adult learners. The shows will be performed in daily rotation at the museum to entertain, inform, and challenge visitors to reflect on current science issues. Theater staff will disseminate the shows through various national conferences, websites, and professional associations, enabling colleagues nationwide to download the scripts free of charge and present topical science issues at their own museums.
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TEAM MEMBERS: Stephanie Long
resource project Public Programs
A partnership between Carthage College and the Appalachian Mountain Club has delivered a successful public education and outreach program that merges natural environment topics and astronomy. Over the four years of activity, over 25,000 people have received programming. The effort has trained nature educators, permanent and seasonal AMC staff, and undergraduate physics and astronomy students to integrate diverse topical material and deliver high quality programming to the lay public. Unique to the program is the holistic nature of the material delivered - an 'atypical' astronomy program. Linking observable characteristics of the natural world with astronomical history and phenomena, and emphasizing the unique sequence of events that have led to human life on Earth, the program has changed attitudes and behaviors among the public participants. Successful interventions have included hands-on observing programs (day and night) that link nature content to the observed objects; table-talk presentations on nature/astronomy topics; dark skies preservation workshops; and hands-on activities developed for younger audiences, including schools, camps, and family groups. An extensive evaluation and assessment effort managed by a leading sociologist has demonstrated the effectiveness of the approach, and contributed to continuous improvement in the program content and methods.
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TEAM MEMBERS: Douglas Arion
resource project Media and Technology
This Connecting Researchers to Public Audiences project plans to create a multimedia website, Into the Rift, a virtual journey to Lake Tanganyika in East Africa, along with teaching resources and a dissemination campaign. The content will focus on the high freshwater diversity of the 2nd largest lake in the world; the diverse array of cichlid fish in the lake; and the effects of overharvesting and global warming on the lake's ecosystem. The project's intended learning outcomes are that viewers will have enhanced awareness and understanding of: 1) the ecosystem-scale processes that support life in lakes; 2) the importance of intact natural ecosystems for the well-being of human societies; 3) the techniques that scientists use to learn more about the ecosystem-scale movement of matter and energy; and 4) potential career paths in STEM fields. These learning outcomes correlate to the current and proposed science standards, which provide a structure for content development and outcomes assessment. The project will be designed by the collaboration of an ecologist (the PI Dr. Yvonne Vadeboncoeur), education specialist (co-PI Dr. Lisa Kenyon), communication specialist (co-PI Dr. Elliot Gaines) all from Wright State University, and a media lab (Habitat Seven), and informed by formative evaluation conducted by Edu, Inc. The website, hosted by a guide from East Africa along with the PI, will be presented in three languages (Spanish, French, and Swahili) in addition to English. Edu, Inc. will also conduct a summative evaluation of all the components of the project with respect to the four intended learning outcomes and their related concepts as well as analyze the outcomes of the dissemination strategies. This CRPA uses internet technologies to make abstract scientific concepts and a largely inaccessible research location available to a wide audience. The project intends to inform and engage the audience with an aggressive use of social media in addition to the website. Into the Rift will provide material for both the lay audience and classrooms, including access to authentic scientific data to compare the Lake Tanganyika data to environmental data collected from the U.S. Great Lakes. Additional collaborations with established organizations, including Crossing Boundaries, Conservation Bridge and Community Bridges, will expand the reach and impact of the project to diverse audiences. The multi-lingual approach extends the reach to potentially an even greater audience both within and outside the U.S.
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TEAM MEMBERS: Yvonne Vadeboncoeur Elliot Gaines Lisa Kenyon Jennifer Moslemi
resource project Exhibitions
This CRPA project is about research on climate change impacts in the Amazonian rain forest and about motivating youth to consider science as a career objective. The project is an exhibit in Biosphere 2 in Arizona wherein a rain forest is maintained and will be used to augment the exhibit of large photos of scientists doing research. Particular attention will be paid to female scientists to motivate young girls. Biosphere 2 and the Girl Scout Council of Southern Arizona will collaborate to attract girls through free admission days to Biosphere 2. These large photos will be equipped with sound and video so that as a visitor approaches the photo, the sounds of the forest as well as the researcher(s) will be heard. At this point the researcher, in the photograph, will begin a monologue with the visitor explaining what scientists are investigating and who the other workers are. In this monologue, the researcher will explain what they are doing specifically, why they are investigating this subject, and what they plan to derive as a scientific result. The exhibit will consist of fifty very large photographs (3x5 feet) with sound access via smart phones and headsets. In addition, there will be hands on equipment and docents for questions and discussion. The venue receives about 100,000 visitors per year consisting mainly of families, tourists, and clubs. Through this exhibit, the researchers intend to motivate youth to develop interests in STEM topics. Girls are the main target audience. For families and tourists, the exhibit communicates the message of how science is being used to determine the effect of climate change on rain forests and how that would affect other aspects of weather and the global environment.
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TEAM MEMBERS: Scott Saleska Bruce Johnson Joost van Haren Jennifer Fields
resource project Media and Technology
In Defense of Food (IDOF) is a media and outreach project based on Michael Pollan's best-selling book of the same title. Through the lens of food science, IDOF is designed to engage diverse audiences in learning about: (1) how science research is conducted, (2) how research findings are used in media, marketing, and public policy, and (3) how to apply food science research in everyday life. IDOF will be created by Kikim Media, an independent production company, broadcast and distributed by PBS and supported by an extensive outreach campaign and interactive website. The project's educational materials will be developed, in part, by the Teacher's College at Columbia University's Center for Food and Nutrition, with dissemination supported by the Coalition for Science After School and by Tufts University's Healthy Kids Out of School initiative, which involves nine of the leading out of school time (OST) organizations, such as Girl Scouts USA, and the National Urban League. The project advisory committee includes highly respected researchers in food, nutrition, and health. IDOF will use an integrated strategy of learning resources, combining a television documentary with online/social media, community outreach, and youth activities. Knight Williams Research Communications will conduct formative and summative evaluation of all major components of the project. The results will advance the informal science community's understanding of how the combination of a documentary with outreach, website/social media, and afterschool activities impacts motivation and learning. The evaluation study will pay special attention to the degree to which participation in the community events, social media/website, and afterschool activities motivates deeper or extended engagement with the subject. Project evaluation results and educational resources will be widely disseminated to the informal science community. IDOF includes a two-hour documentary film that will be produced in both English and Spanish; a community-level outreach campaign focused on reaching underserved audiences who may not watch public television; a set of activities for use in afterschool programs, youth programs and schools; and an interactive and content-rich website with tightly integrated social media tools. IDOF will be nationally broadcast by PBS; the Spanish-language version of IDOF will be broadcast by Vme Television. The ambitious IDOF educational materials and outreach campaign, combined with interactive web and social media, will reach large and diverse audiences. The intended impacts on audiences include increased knowledge and understanding of the scientific process by learning what food scientists do, what techniques they use, and how scientists arrive at their conclusions; the development of critical thinking skills audiences can use when evaluating messages about food and nutrition in media and advertising and when making decisions about what food to buy and eat; and becoming active learners and consumers regarding food. Evaluation results will be widely disseminated to science media producers and the informal science community via professional publications and presentations at conferences. The ultimate value of the In Defense of Food documentary and learning initiative will be to enhance public understanding of the crucial importance of science in people's everyday lives and in shaping dozens of daily decisions.
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TEAM MEMBERS: Michael Schwarz
resource project Media and Technology
The University of Southern California (USC) will build on prior work to test a robust model for assessing player content engagement and social interactions within an augmented reality game (ARG). In partnership with No Mimes Media, USC will use machine learning algorithms to make automated player inferences to customize game play. The content focus of the game will span a range of STEM disciplines, with a special emphasis on earth science content and scientific investigation & experimentation reasoning. High school youth from underserved communities in Los Angeles will be recruited to participate in the endeavor. This pathways project will use various "rabbit hole" techniques to attract freshmen and sophomore students from partner charter schools to the online game. The rabbit hole strategies may include cryptic posters, inquisitive signs, & SQR codes strategically placed in plain and open view of the target group. The game will be fully accessible to the target group online. During the ARG experience, youth players will encounter STEM concepts and scientific problems. Antagonistic characters will promulgate scientific misconceptions and nonscientific reasoning and challenge players to employ their scientific knowledge and skills to level-up, gain badges, and move through the game. As game play persists, machine learning algorithms will gather data on the players learning competencies and social interactions within the game. These data will be aggregated and analyzed to assess learning and interactions within the ARG environment. Additional analyses will be conducted by the mixed methods approach the external evaluation group, CRESST, will employ for the project formative and summative evaluations. Approximately 300 youth, within the target grade levels, are expected to participate in the gaming experience. However, given that access to the game and assessment tools will expand beyond the target group, the potential reach of the project could be much greater. Further, the stated aim of the project is not only to produce a scalable model for broad implementation but it also endeavors to provide puppetmasters with research and assessment tools to create more individualized experiences and improved learning outcomes for players within ARG environments.
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TEAM MEMBERS: Yu-Han Chang Jihie Kim Rajiv Maheswaran
resource project Media and Technology
Iridescent is a not-for-profit company that develops and implements informal science and engineering experiences for students by facilitating the translation of the work that scientists and engineers do in a way that makes that work accessible to families. The proposal expands the Iridescent outreach activities funded by the Office of Naval Research, to provide a blended combination of in-person and online support to the families of underrepresented populations. The project is producing twenty videos of scientists and engineers presenting their research that are closely aligned with one hundred scientific inquiry and engineering design-based experiments and lesson plans. These digital resources, collectively called the Curiosity Machine, provide opportunities for parents and children to engage in scientific inquiry and engineering design in multiple face-to-face and online environments, including mobile technologies. The evaluation findings from this project provide a model of how to engage STEM education practitioners, teachers and online communities, to substantively connect underserved communities, in both informal and more formal learning environments to develop experiences with engineering design and to improve students' perspectives about and motivations to prepare for STEM careers. The Curiosity Machine portal is designed to present scientists and engineers explaining the work that they do in a way that makes it accessible to parents and students. Iridescent is working at three sites across the country in South Los Angeles, the South Bronx in New York City, and San Francisco. Students and their families have multiple access points to the science and engineering videos and materials through after school activities, Family Science Nights and summer camps. The project is piloting the use of electronic badges, similar to those offered in the Boy and Girl Scouts as a mechanism to enhance the engagement and persistence of students in the online activities. The project is developing ways to evaluate student engagement and performance through the analysis of the products that students submit online in response to particular science and engineering challenges. Students can also gain extra credit at school for their participation in the Curiosity Machine activities. The materials that the Curiosity Machine activities and challenges use are those that are commonly available to families, and the project provides access to mobile technology to facilitate participation by families. Student access to out of school science and engineering experiences is limited by the resources in terms of time and availability science centers have available. This project develops the resources and tools to bridge the in-school and out of school activities for students through the use of videos and online participation in ways that expand the opportunity of students from underserved populations to continue to engage in substantive science and engineering experiences beyond what they might get during an intermittent visit to a science center. The research and evaluation that is part of this study provides information about how new forms of extrinsic motivation might be used to support student engagement and persistence in learning about science and engineering.
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TEAM MEMBERS: Tara Chklovski
resource evaluation Media and Technology
Rockman et al (REA), a San Francisco-based research and evaluation firm, conducted the external evaluation for Youth Radio's DO IT! program, which was funded by the National Science Foundation. Building upon Youth Radio's previous Science and Technology Program, the DO IT! initiative consisted of three primary components that promoted STEM (science, technology, engineering, and mathematics) learning by training underserved youth in cutting-edge digital technologies: (1) Brains and Beakers: Young people hosted a line-up of investigators and inventors for demo-dialogues at Youth Radio's studios
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TEAM MEMBERS: Rockman et al | Youth Radio Kristin Bass Julia Hazer
resource evaluation Media and Technology
In 2010 EarthSky Communications Inc. was awarded a broad implementation grant from the National Science Foundation (NSF) entitled Proyecto de Implementacion Amplia EarthSky en Español (EarthSky in Spanish Broad Implementation Project). In partnership with the Spanish media company Univision Communications Inc. and a national Advisory Committee of Hispanic scientists, educators, and media experts, EarthSky proposed to present science information and scientist interviews to Spanish-preferring U.S. Hispanics via short video programs distributed on television and the Internet. Under the Broad
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TEAM MEMBERS: Knight Williams Inc. Valerie Knight-Williams Deborah Byrd Rachel Teel Divan Williams Roxana Hernandez Eric Anderson Gabriel Simmons Sauleh Rahbari