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resource project Public Programs
This project, “Global, Local, Coastal”, will be led by Groundwork Hudson Valley and Sarah Lawrence College, to integrate and expand the work of three award-winning environmental education centers in Yonkers, NY – The Science Barge, Ecohouse and the Center for the Urban River (CURB). Its primary objective is to prepare low-income students for the impact of a changing climate so that they can participate both personally and professionally in a world in which these issues are increasingly prevalent. It reaches an audience that is not well served by traditional programs and is most vulnerable to the consequences of climate change. Over the course of two years, the project will serve 600-700 middle and high school youth, primarily from the Yonkers public school system, through a new, integrated curriculum that teaches about these issues from multiple perspectives. Beyond its impact on students, the project will have a broader impact on people in our region. Together, the Barge, Ecohouse and CURB are visited by close to 10,000 people each year and new exhibits will reinforce key themes related to resiliency and adaptation. Other partners include NOAA’s Hudson River National Estuarine Research Reserve, Lamont Doherty, and the Center for Climate Change in the Urban Northeast. The state’s NY Rising Program and Yonkers Public Schools are key partners too. The project will be carried out in a community that has been severely affected by extreme weather in the last decade, including three hurricanes. Outcomes will help create “an informed society to anticipate and respond to climate and its impacts.” It also addresses NOAA’s goal of a “Weather-Ready Nation,” and “Resilient Coastal Communities and Economies.
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TEAM MEMBERS: Ellen Theg
resource project Public Programs
By engaging diverse publics in immersive and deliberative learning forums, this three-year project will use NOAA data and expertise to strengthen community resilience and decision-making around a variety of climate and weather-related hazards across the United States. Led by Arizona State University’s Consortium for Science, Policy & Outcomes and the Museum of Science Boston, the project will develop citizen forums hosted by regional science centers to create a new, replicable model for learning and engagement. These forums, to be hosted initially in Boston and Phoenix and then expanded to an additional six sites around the U.S., will facilitate public deliberation on real-world issues of concern to local communities, including rising sea levels, extreme precipitation, heat waves, and drought. The forums will identify and clarify citizen values and perspectives while creating stakeholder networks in support of local resilience measures. The forum materials developed in collaboration with NOAA will foster better understanding of environmental changes and best practices for improving community resiliency, and will create a suite of materials and case studies adaptable for use by science centers, teachers, and students. With regional science centers bringing together the public, scientific experts, and local officials, the project will create resilience-centered partnerships and a framework for learning and engagement that can be replicated nationwide.
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TEAM MEMBERS: Dan Sarewitz
resource project Media and Technology
The Museum of Science and Industry, Chicago (MSI) will develop museum-based education resources to engage high school age youth in the exploration of climate literacy and Earth systems science through its Teen ACES (Teen Advocates for Community and Environmental Sustainability) project. As the future leaders who will make decisions about the issues they face in their communities, youth participants will be positioned to act as advocates for establishing resilient communities in the Midwest. The project will utilize a variety of resources, including NOAA Science On a Sphere® (SOS) technology and datasets, Great Lakes and local climate assets from the Midwest Regional Climate Center and Illinois-Indiana Sea Grant, and existing local planning guides to develop museum-based youth programming. Teens will explore environmental hazards including severe weather events and temperature extremes, and consider the impact of the Great Lakes on regional climate. The Chicago Metropolitan Agency for Planning, Resilient Chicago, the Institute of Environmental Sustainability at Loyola University Chicago, and the South Metropolitan Higher Education Consortium will advise on the project to support the integration of municipal resiliency plans and their related adaptation and mitigation measures into the program. Teen participants will share their learning with the Chicago community through interactions with public visitors in the Museum, programs at Chicago Public Library branches, and MSI’s teen science program broadcast on Chicago’s public access TV station. Teen facilitated experiences will be tailored for SOS® experiences at MSI. The project will revise content for use in 100 after-school science clubs for students from diverse communities across the Chicago area. Further dissemination to three regional science center partners equipped with SOS® technology (Boonshoft Museum of Discovery in Dayton, Ohio; Science Central in Fort Wayne, Indiana; and Hawthorn Hollow in Kenosha, Wisconsin) will build a foundation of knowledge and resources to adapt materials to meet the needs of their communities and consider how their vulnerabilities and resiliency plans may differ from Chicago.
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TEAM MEMBERS: Bryan Wunar
resource project Public Programs
Children in the Norfolk, Va., area will inherit the second highest sea level rise on the East Coast. In response, the non-profit Elizabeth River Project will prepare one of the first comprehensive youth education programs on climate change resilience on this coast. The Elizabeth River Project, working since 1993 to restore the environmental health of the urban Elizabeth River, will deploy its Dominion Virginia Power Learning Barge, “America’s Greenest Vessel,” and its new urban park, Paradise Creek Nature Park, to empower 21,000 K-12 students over three years to become informed decision makers and environmental stewards, prepared to adapt to rising seas. The project primarily will reach under-served schools in Norfolk and adjoining Portsmouth, Va. Lead science partner will be Old Dominion University, on the forefront of climate change research. Other partners include the Chrysler Museum of Art, ground zero for street flooding that has become routine in Norfolk. A youth strategy for the Elizabeth River “watershed” or drainage area will be disseminated nationally internationally by the City of Norfolk through its participation as one the Rockefeller Foundation’s 100 Resilient Cities. The youth strategy will be used by Norfolk to complement its Norfolk Resilience Strategy, prepared so far with adults in mind.
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TEAM MEMBERS: Robin Dunbar
resource project Public Programs
Recharge the Rain moves sixth through twelfth grade teachers, students and the public through a continuum from awareness, to knowledge gain, to conceptual understanding, to action; building community resiliency to hazards associated with increased temperatures, drought and flooding in Arizona. Watershed Management Group with Arizona Project WET will utilize NOAA assets and experts from the National Weather Service and Climate Assessment for the Southwest (CLIMAS) to inform citizens and galvanize their commitment to building a community, resilient to the effects of a warming climate. Project activities will be informed by Pima County’s hazard mitigation plan and planning tools related to preparing for and responding to flooding and extreme heat. Starting January 2017, this four-year project will 1) develop curriculum with Tucson-area teachers that incorporates systems-thinking and increases understanding of earth systems, weather and climate, and the engineering design of rainwater harvesting systems 2) immerse students in a curricular unit that results in the implementation of 8 teacher/student-led schoolyard water harvesting projects, 3) train community docents in water harvesting practices and citizen-science data collection, 4) involve Tucson community members in water harvesting principles through project implementation workshops, special events, and tours, and 5) expand program to incorporate curriculum use in Phoenix-area teachers’ classrooms and 6) finalize a replicable model for other communities facing similar threats. Environmental and community resiliency depends upon an informed society to make the best social, economic, and environmental decisions. This idea is not only at the core of NOAA’s mission, but is echoed in the programs provided by Watershed Management Group and Arizona Project WET.
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TEAM MEMBERS: Catlow Shipek
resource project Professional Development, Conferences, and Networks
Brooklyn College, working with NWF Eco-Schools USA, will create The Resilient Schools Consortium (RiSC) Program that increases environmental literacy while engaging high school and middle school students in climate resilience planning and practice in New York City (NYC). The City's long-term planning document, OneNYC, sets forth a vision for a resilient city without specifying a role for students or including specific plans for their schools. This project addresses this gap by developing resilience plans for NYC schools and including student voices in the process. Student RiSC teams at NYC public schools in Brooklyn impacted by Hurricane Sandy will utilize a new Climate RiSC Curriculum based on science from the National Climate Assessment and other NOAA resources to explore the vulnerability of their schools and neighborhoods to climate change, variability and extreme weather. The RiSC teams will follow a resilience assessment process modeled after the NOAA Community Resilience Index to develop resilience projects for their schools and neighborhoods. These Students will then present their resilience plans to NYC Department of Education officials and representatives from the NYC's Office of Resilience and Recovery at RiSC Summits coordinated with the Science and Resilience Institute at Jamaica Bay. The RiSC Program and Climate RiSC Curriculum will be integrated into National Wildlife Federation's Eco-Schools USA program and disseminated nationally through the networks of the project partners.
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TEAM MEMBERS: Brett Branco
resource project Public Programs
The Maritime Aquarium at Norwalk is located at the mouth of the Norwalk River where it flows into Long Island Sound. Its mission is to inspire people to appreciate and protect the Sound and the global environment. Over the past decade, a large percentage of the region’s 23 million people living within 50 miles of the Sound were directly affected by severe weather events, providing a timely opportunity to educate students, teachers and the public about community resilience. In a new three-year program, the Maritime Aquarium will deliver education related to environmental hazards, resilience, and the underlying science to schools from ten towns along or near Connecticut’s coast, including eight in the Natural Hazards Mitigation Plan Draft 2016-2021 for Southwestern Connecticut. In these towns as in many coastal regions, the most significant environmental threats are related to the nexus of land and water. To reflect that nexus, education will occur both in the classroom and on the water, aboard the Aquarium’s hybrid-electric research vessel, Spirit of the Sound. An exhibit featuring NOAA educational assets related to threats and resilience will also build environmental literacy as it engages Aquarium visitors. The project will be supported by an advisory board of local educators, planning and emergency management officials, representatives from Connecticut Sea Grant, the Connecticut Institute for Resilience and Climate Adaptation and the Western Connecticut Council of Governments.
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TEAM MEMBERS: Thomas Naiman
resource evaluation Public Programs
The Art of Science Learning, Phase 2 was an NSF-funded research and development project to investigate the value of incorporating arts-based learning techniques in STEM-related group innovation processes. The project team created a new, arts-infused innovation curriculum in consultation with leading national practitioners in the arts, creativity, and innovation, then deployed that curriculum in “innovation incubators” in San Diego, Chicago, and Worcester (Mass.) in partnership with informal STEM institutions in those cities. At each incubator, diverse members of the public (from high school
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TEAM MEMBERS: Peter Linett Steve Shewfelt Nicole Baltazar Nnenna Okeke Dreolin Fleisher Eric LaPlant Madeline Smith Chloe Chittick Patton Sarah Lee Harvey Seifter
resource project Media and Technology
Purpose: This project team will develop and test Zaption, a mobile and desktop platform designed to support educators in effectively and efficiently utilizing video (e.g., from YouTube, Vimeo, or their own desktop) as an interactive teaching and learning object. Personalized learning devices (e.g., smartphones, tablets) populated with video content provide opportunities for students to access educationally-meaningful content anywhere and anytime. Yet, video has yet to realize its potential as a learning tool in or out of the classroom. One reason for this is that watching video can be a passive experience for students, whereas learning requires active engagement. A second reason is that even if students are actively engaged while watching a video, there is no easy way to elicit student responses to a video. And finally, there is no easy way to feed student responses to teachers as formative assessment data to guide subsequent instruction.

Project Activities: During Phase I, (completed in 2014), the team expanded a pre-existing prototype by building a mobile app to enable anytime use and increase its functionality for teachers. At the end of Phase I, pilot research with 150 students in 7 classrooms demonstrated that the prototype operated as intended, teachers were able to integrate the videos within instructional practice, and students found the mobile app helpful and engaging. In Phase II, the team will add additional components to the prototype and will develop content-specific modules for use in high school physics classes. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Zaption for supporting student's physics learning. The study will include 32 Grade 10 physics classrooms, half of whom will be randomly assigned to use Zaption and half of whom will follow business as usual procedures. Analyses will compare pre-and-post scores of student's physics learning.

Product: Zaption will be a mobile and web-based platform to support the use of any video (e.g., from YouTube, Vimeo, or their own desktop) as a teaching and learning tool. Zaption will include an authoring engine where users can find and select video clips and easily insert interactive elements such as questions, discussions, and annotations into the videos. Users will then publish videos directly on Zaption's website, or on any learning management system or classroom website. Students will be able to view videos as homework or in class, respond individually to the questions and prompts, and get feedback on their responses. Teachers will use Zaption Analytics to receive immediate and actionable data showing whether students actually watched and engaged with a video, and how students responded to the questions and prompts.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource research Public Programs
This report introduces a framework to support learning in library and museum makerspaces. The framework demonstrates how we can create the conditions for ambitious learning experiences to unfold within the making experience.
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TEAM MEMBERS: Children's Museum of Pittsburgh Institute of Museum and Library Services Peter Wardrip
resource project Media and Technology
Purpose: This project team will fully develop and test SuperChemVR, a virtual environment integrated within a Virtual Reality (VR) headset for an immersive exploration of a chemistry lab. While chemistry labs offer the benefits of hands-on experimentation to help students learn abstract concepts, they are costly to maintain, supervise, and pose safety risks. Virtual chemistry labs for computers and tablets allow students to explore chemistry safely with unlimited resources, and provide immediate feedback and automated assessments, but these "point-and click" experiences are not immersive or hands-on. Immersive VR allows users to fully experience an interactive, 3-Dimensional 360-degree environment.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype of SuperChemVR, including a virtual chemistry lab environment within which students immerse themselves while wearing a VR headset. At the end of Phase I, researchers completed a pilot study with 54 students and three teachers. Results demonstrated that the hardware and software prototype operated as intended, teachers were able to integrate it within the classroom environment, and students were engaged while using the prototype. In Phase II, the team will add content modules and a gameplay narrative to the platform, build the automated feedback mechanism, strengthen the back-end management system, and build out the teacher reporting dashboard. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the SuperChemVR for improving student learning in chemistry. The study will include 10 high school chemistry classrooms, half randomly assigned to use SuperChemVR and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of student's chemistry learning.

Product: SuperChemVR is a room-scale VR lab and learning game for high school chemistry students. While wearing a VR headset, students will be immersed in a simulated chemistry 3D-environment where they will be challenged to acquire basic lab and safety skills. Through actual, accurate measurement and experimentation, students will improve their understanding of chemistry practices as they learn using science to solve problems. VR will enhance students' chemistry experience by providing instant cleanup, access to infinite resources, and observations at exponentially larger and smaller scales while simulating accurate physical actions in a safe environment. In the game component of the intervention, students will participate in an outer-space adventure that takes place on a derelict spaceship requiring players to use chemistry to survive until they can be rescued. SuperChem VR will be used in the classroom by teachers as a demonstration tool, will provide implementation supports, and will provide teachers with reports on student performance.
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TEAM MEMBERS: Jesse Schell