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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings.

This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. The project will develop and research an integrated package of high-quality, widely accessible media and other outreach materials designed to engage middle school youth, educators, and libraries in learning about viruses in relation to COVID-19. There is an immediate need to provide youth with accurate, engaging, and accessible materials to help them understand the basic biology underlying the COVID-19 pandemic, including the routes of COVID-19 transmission and mechanisms to prevent its spread. This is particularly important for those without science backgrounds or interests so that the rumors, hearsay, and gossip circulating among youth can be replaced with research-based information. Since 2007, the project team and partners have focused on developing and studying new ways of educating youth and the public about biology, virology, and infectious disease. The project will develop a web-accessible package of customizable graphics, illustrated stories, and essays--all of which can be easily incorporated into free-choice and directed on-line learning as well standards-based lesson plans for Grades 6-8. These resources will be disseminated broadly and at no cost to youth and educators of all kinds, including schools, libraries, museums, and other established networks for formal and informal science education. The project web package will be linked to multiple websites that serve as important educational resources on science and virology for youth, the general public, and educators. A prominent university press will publish and promote the illustrated stories and support distribution of 7,000 free copies.

The project will conduct research examining how richly-illustrated science narratives impact youth understanding of and curiosity about science. The research will help develop the foundation for better understanding how to educate youth about COVID-19 (and future pandemics) while generating new knowledge about effective methods for public science outreach during a major unanticipated natural event. For formative evaluation, the project will use an innovative rapid response feedback method. Youth will be invited to provide timely, specific comments on the serialized stories through a curated portal. As new excerpts are related online, different questions will be posed to youth who are selected because of specific characteristics (e.g., low or high initial science interest). These data will guide story development in real time and provide a mechanism to gauge the story appeal, comprehensibility, and initial impacts. The project will address two research questions: (1) How effective are illustrated stories in having positive impacts among participants on COVID-19 knowledge, science identity, attitudes, and interest in science careers?; and (2) How do story lines and characters have differential impacts on virus knowledge, epidemiology, and youth attitudes towards science and science careers? To conduct this research, the project will conduct online surveys using adapted items from prior research conducted by the project team. Additional items will assess COVID-19 knowledge, attitudes, personal experiences with the virus, well-being, and exposure to public health messaging about the virus. Research findings will be shared widely to inform the field about new ways delivering science education content during the advent of rapidly evolving global and educational challenges.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Judy Diamond Julia McQuillan Patricia Wonch Hill Elizabeth VanWormer
resource evaluation Media and Technology
Are you interested in an innovative approach to collecting a large amount of formative data via Facebook? RMC Research Corporation conducted a formative evaluation for Oregon Public Broadcasting (OPB) to ensure the social media tag lines and clips created by OPB engage the target audiences. The primary target audience for the Hacking Your Mind (HYM) television series is the PBS primetime television viewing audience. According to the PBS Research Audience Insight 2016 Annual Report, the PBS primetime audience is older (median age of 65) and college educated (43% have a 4-year degree). To
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TEAM MEMBERS: Jean Hiebert Larson Chandra Lewis Corynn Del Core
resource research Media and Technology
Digital Observation Technology Skills (DOTS) is a framework for integrating modern, mobile technology into outdoor, experiential science education. DOTS addresses longstanding tensions between modern technology and classical outdoor education by carefully selecting appropriate digital technology for educational purposes and by situating these tools in classical experiential pedagogy.
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TEAM MEMBERS: R. Justin Hougham Marc Nutter Caitlin Graham
resource research Media and Technology
Charles Darwin is largely unknown and poorly understood as a historical figure. Similarly, the fundamental principles of evolution are often miss-stated, misunderstood, or entirely rejected by large numbers of Americans. Simply trying to communicate more facts about Darwin, or facts supporting the principles of evolution is inadequate; neither students nor members of the public will care or retain the information. On the contrary, building facts into a one-on-one conversational narrative creates an memorable opportunity to learn. Here, we create a digital-media, self-guided question and answer
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TEAM MEMBERS: David J. Lampe Brinley Kantorski John Pollock
resource research Media and Technology
Students find meaning and relevance in their learning when they connect lessons to real-world issues and possible career paths. The U.S. Fish and Wildlife Service’s (FWS) Conservation Connect, a freely available video series, connects learners to wildlife, technology, and careers. Videos and supplementary resources are designed to serve middle school youth, but elementary and high school educators—and even FWS retirees—report that they also use the tools. Each episode features a species, a conservation career, and technology that professionals use to study or protect that species and its
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TEAM MEMBERS: Maria Parisi
resource research Media and Technology
Public opinions toward emergent technologies may be highly dependent on the manner in which people are introduced to these technologies for the very first time. In this light, understanding how such first introductions are related to adolescents’ information seeking behaviors and their developing opinions may be particularly interesting because this target public can be considered to be not only future users of the technology but also future decision makers of its development. The present paper presents a case study of the introduction of ecogenomics among 246 adolescents who were asked to
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TEAM MEMBERS: Mark Bos Roy Kloet Cees Koolstra Jaap Willems
resource research Media and Technology
Brazilian research has grown intensely in all areas of microbiology, with the increase in the amount of governmental resources for the sector and the strengthening of a greater number of research groups. However, very few academic studies deal with research about teaching and science communication in microbiology. There is no in-depth study of how this topic is currently being divulgated in communication journals, didactic books and the Internet, or about the interest and the difficulties faced by researchers in communicating microbiology to the general public. This paper investigates academic
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TEAM MEMBERS: Daniela Franco Carvalho Jacobucci Giuliano Buza Jacobucci
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The project developed FieldScope, a GIS-based platform that enables organizations to engage students and members of the public in educational citizen science projects.
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resource evaluation Media and Technology
WCS launched its electronic field trip program, Distance Learning Expeditions, in 2001 when there was tremendous interest in the educational community in the potential of videoconferencing technology for program delivery, as well as money available for the purchase of related broadcast equipment. The program grew rapidly and was successful through 2009 -- serving 9,600 students in 2006-07, its largest year. From 2010 to 2014, with school budget cuts, high equipment maintenance costs, and shifts in staffing, participation in the program declined. In 2010, WCS secured a grant from IMLS for
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TEAM MEMBERS: Chris Hardee Michael Duffin
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 Media and Technology
This CRPA project will develop a game for mobile devices called the "RapidGuppy". It provides users (students 12-21 years of age) with an interesting and fun way to learn details about biological adaptation and genetic change. The game teaches users about the environmental factors that lead to adaptation. More than 30 years of research on the Trinidadian Guppy that "rapidly" evolves (over 3-5 years) is the basis for the game. The research, databases, and mini-documentaries that support the "RapidGuppy" game are linked to allow users to easily delve deeper into these materials. An extensive social media campaign will be used to market the game and the public facing website. Partners in this endeavor include: University of California-Riverside, Habitat Seven, Magmic Inc., and Edu, Inc. In this project, the mobile device game will be backed by a sophisticated website that contains detailed research results from the field and mini-documentaries showing real fish and the actual research processes as well as researchers and scientists to promote role model development. Interested individuals may also directly access the videos and research results via the website. The target audiences are youth who are prone to play electronic games and the general public. The comprehensive evaluation plan will assess the learning outcomes resulting from the mini-documentaries, in-game content, and website, as well as the playability of the game and website functionality. Impacts resulting from the social media campaign and outreach to underserved audiences will also be measured. Because of the major social media campaign, this project may increase the level of interest in the science of evolution and genetic change, and raise awareness of STEM careers. If the user groups become excited about the game and the inherent messages, it is anticipated that the public will gain a better understanding of the factors responsible for genetic change.
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TEAM MEMBERS: David Reznick
resource project Media and Technology
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
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TEAM MEMBERS: NOVA Brooke Havlik