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resource research Media and Technology
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS: Eric Klopfer Judy Perry Kurt Squire Ming-Fong Jan Constance Steinkuehler
resource evaluation Media and Technology
The findings from this evaluation indicate that compared to the typical children's Web site, parents consider the PEEP Web site to be more educational and easier for children to navigate on their own. Children were very engaged by the Interactive Games, and demonstrated proficiency with regard to comprehension and site navigation. Further, parents rated the Anywhere Science Activities very positively, particularly noting that the activities gave parents excellent ideas for how to turn everyday situations into science explorations with their children.
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TEAM MEMBERS: Jennifer Beck Jennie Murack WGBH Irene F Goodman
resource project Media and Technology
KCTS, Seattle's PBS affiliate, is producing a series of three one-hour prime-time science education television specials starring Bill Nye. The specials will be aimed at a family audience and will be designed to promote informal science learning through an entertaining presentation of science in everyday life. Topics currently being considered for the specials are The Science of Sports, The Science of Learning, and The Science of the Future, thought other topics, such as Pseudo Science, also are being considered. Each program will maintain the entertainment values of enthusiasm for science so prominent in the Bill Nye the Science Guy series but will have a strong narrative element and air of suspense as Bill embarks on a journey of discovery, greater depth of content and presentation, and longer uninterrupted segments. The programs will be supported by a multi-pronged outreach program to reach parents and children through local PBS stations and science museums, community organizations serving disadvantaged populations and, possibly, a tie-in with a national chain of quick family restaurants. Many of the same team that created Bill Nye the Science Guy will work on this project including Bill Nye; Elizabeth Brock, Executive Producer; and Erren Gottlieb and James McKenna, producers. The production team will work with fourteen scientists and science educators who will advise the project on presentation and outreach. This group also will review and comment on all scripts and drafts of outreach material.
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TEAM MEMBERS: William Nye James McKenna Erren Gottlieb Burnill Clark Randy Brinson
resource project Public Programs
The Ocean Institute (OI), in partnership with Scripps Institution of Oceanography (Scripps), Capistrano Valley Boys & Girls Clubs (BGC) and the Institute of Electrical and Electronics Engineers (IEEE), is developing "SeaTech," a multi-year, Youth-based ITEST program providing 120 female and minority middle and high school students from underserved populations with 391 contact hours of information technology (IT)-intensive oceanographic research experiences. SeaTech content focuses on understanding the acoustic behaviors of whales and dolphins, specifically, sound production, noise impacts and acoustic population census in California, the Bering Sea and the Southern Ocean. SeaTech offers a two-year core program for 13 & 14 year olds consisting of a "Breadth of Exposure" phase and a "Depth of Skills" phase totaling 299 hours. The core program has three distinct elements -- after-school clubs, field explorations and summer research institutes -- and is augmented with efforts before and after: an Early Pipeline Development phase (52 hours) for youth age 12, and Internships (40 hours) for youth age 15. The three-year ITEST grant will host three cohorts of 40 participants each. Each youth participant will receive 391 total contact hours. Through efforts directed at parents, SeaTech anticipates involving 60 parents in about 80 hours of activities each year. Coordinated through and with the expertise of Capistrano Valley BGC, recruitment will include orientation and information programs, a bilingual brochure and direct efforts by BGC staff. In addition, recruitment will happen from local schools. INTELLECTUAL MERIT: IT-based studies of marine mammal bio-acoustics will 'hook' student interest in after-school clubs, field explorations and summer research institutes. SeaTech advances understanding of the role of broader pipeline development in addressing chronic recruitment and retention problems in teen-targeted IT programs. BROADER IMPACTS: SeaTech programming has been meticulously and demonstrably integrated into the afterschool programming at the BGC. The SeaTech Club provides organizational structure to the teen activities at the BGC; however, the IT curriculum is also integrated into two nationally renowned extant structures called Career Launch and Club Tech. Findings from the project's examination of recruitment, retention and parental involvement will have broad implications to the field of informal science education.
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TEAM MEMBERS: Harry Helling Kelly Reynolds John Hildebrand Candice Dickens
resource project Professional Development, Conferences, and Networks
The Bay Area Discovery Museum will expand their "My Place by the Bay" theme with new programmatic elements that "reinforce the theme that people, plants and animals live together and depend upon each other to survive." Three new activity areas will be developed that focus on science learning: A) an outdoor "Tot Lot" for early science learners; B) an outdoor "Discovery Cove" focusing on place-specific elements of their bayshore site; and C) an indoor recreated "Research Vessel" outfitted with a simulated navigaion station and marine biology laboratory. The learning goals for these three areas are: 1) "The Bay environment is home to many living things"; and 2) "I can do science to explore and learn about my world". The "Tot Lot," built into a hill, will be a one-half acre, multi-sensory, outdoor, prepared environment for children under five to learn about animals living in three distinct Bay habitats: woodland, stream and meadow. The "Discovery Cove" will be a two-acre area prepared environment for children up to age eight. Learners will be encouraged to see the bay as an integrated system that includes animal adaptations, ecological relationships and human activity. The "Research Vessel" is inspired by the R/V Questuary and is the place where visitors will use authentic tools to do science. Other features of this project include an integrated system of Parenting Messages that includes special signage for parents and a Families Ask Guide for families with children ages seven and under that is a joint effort of DABM, Golden Gate National Recreation Area and the Golden Gate National Parks Association. They will also develop a series of teacher workshops that will link this informal learning space with the needs of formal education. One specific school group with whom they will work is the Junipero Serra, an NSF Urban Systemic Intiative site.
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TEAM MEMBERS: Janet Petitpas Alissa Arp Robin Moore Catherine Eberbach
resource project Professional Development and Workshops
The Lemelson Center for the Study of Invention in cooperation with the Playful Invention and Exploration Network (a consortium of six museums) will develop "Invention at Play." This will be a traveling exhibit in two sizes (3,500 sq. ft. & 1,500 sq. ft.) exploring the value of play and its critical role in the development of creative human beings. Audiences will a) learn how play fosters creative talents among children as well as adults; b) experience their own playful and inventive abilities; and c) understand how children's play parallels processes used by innovators in science and technology. The exhibit will be divided into three sections: 1) the "Invention Playhouse" where visitors will be offered a variety of creative play activities to help them understand how playing builds creative and inventive skills; 2) "Case Study Clusters" where visitors will learn about the playful habits of five inventors, and 3) "Issues in Invention and Play" where visitors learn about ideas and debates among theorists who have linked inventive processes to children's play. This exhibit is based on documentation collected by the Lemelson Center since 1995 from and about inventors of the past and present, and symposia they have organized to examine the characteristics of innovative processes. This research has led to new insights into remarkable parallels between children's play and the way inventors approach their work. A series of complementary educational activities and programs will be developed and documented in an Educational Manual. These programs will be aimed at diverse audiences including families, parents, teachers and other groups in science and children's museums nationwide and will help extend the impact of the exhibit theme beyond the exhibit itself. Teacher workshops will be developed and arranged for each venue along with a special teacher's manual that will be distributed during exhibit-related school events offering a variety of activities on the themes of inventive play, creative model of problem solving, and exemplary tales of playful events and habits in the lives of interesting American inventors. RK & Associates have done the front-end audience surveys for this project and will do the summative and remedial evaluation work. The exhibit prototyping will be done by the Science Museum of Minnesota exhibit contractors.
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TEAM MEMBERS: Monica Smith
resource project Public Programs
Family Science: Expanding Community Support for Inquiry-based Science is the University of Washington's innovative five-year plan for reaching youth and families in the Seattle school district. This program represents an enhancement of the NSF-funded Family Science program targeting grades K-5 and expansion of this successful program to include middle and high school students. The proposed activities, Science Explorations, Inquiry Science Conferences and Community Celebrations, are designed to help parents understand inquiry-based science instruction while heightening students' confidence in their ability to understand science processes. The hands-on activities also support and complement Seattle's Local Systemic Change project by enlisting teachers, parents and community members to champion science education outside of the formal school setting. The implementation strategy includes workshops to train Family Science Lead Teachers and Parent/Community Leaders to coordinate Family Science programs. Subsequent partnerships between teachers and community organizations are designed to establish regional clusters of community networks to support programmatic activities during and beyond the funding period. It is estimated that Family Science will result in the presentation of nearly 300 school and community-based events impacting 10,000 individuals.
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TEAM MEMBERS: Leroy Hood Ethan Allen Dana Riley Patrick Ehrman
resource project Professional Development, Conferences, and Networks
The purpose of this project is to enhance African American parental involvement with high school student children by developing skills and strategies for effectively managing the educational careers of their children. It would create a capacity for collaborations with the schools that service African American children by developing the social and organizational infrastructure for continued parental involvement in educational careers. It seeks to increase enrollment and success of Black students in higher-level mathematics and science courses to diminish the race gap in math and science track placements. It uses a quasi-experimental design to implement a series of community workshops designed to enhance knowledge, skills, and strategies for managing placements of children in science and math tracks. The research would create an intervention designed to change the outcome of students. It would conduct ethnographic work to map successful pathways to enrollment in higher-level math courses. It would use findings from these studies to implement workships within the Black communities, and conduct statistical analysis of the growth in achievement as a result of the reduction in course taking.
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TEAM MEMBERS: Roslyn Mickelson Linwood Cousins
resource project Exhibitions
The Oregon Museum of Science and Industry (OMSI) will develop "Outdoors Indoors, an Interactive Natural Science Exhibition for Young Children," ages 3-8, and their families. Two 2,500 sq. ft. versions of the exhibition will be developed -- one to be installed at OMSI and the other to travel. Building on children's innate curiosity about the natural world, the exhibition invites visitors to explore a woodland environment where they can develop process skills and learn natural science concepts. The exhibition will also focus on ways that parents can help encourage their children's science learning, both through exhibit activities and through exploration of the natural world outdoors. Bilingual text (English and Spanish) will help make the exhibition accessible to a diverse audience. Ancillary materials for families and educators will further enhance learning.
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TEAM MEMBERS: Karyn Bertschi
resource project Media and Technology
WGBH Educational Foundation is requesting funds to produce 20 new shows and new outreach and Web activities for "ZOOM," which will be renamed "Hot Seat." "Hot Seat" is a daily half-hour PBS television series targeted to kids ages 8 to 11. Uniquely by and for kids, the program gives its viewers a chance to explore, to experiment and to share their creativity. The series, along with its far-reaching outreach, offers its audience an innovative curriculum that promotes the acquisition of basic math and science knowledge and the development of problem solving skills called "Habits of Mind." The intended impacts are to: (1) establish a project that uniquely integrates television, the Web and outreach as a model for how media can teach science and math; (2) engage kids and teach them science and math content and process skills; (3) provide curriculum and professional development to organizational partners. Innovation includes developing three new content areas for the series -- Invention, Space Science and Earth Science -- and evolving the project design by incorporating new production techniques that enhance the "reality factor" of the science programming. Outreach for the project will include printed materials for kids, families and educators. A new collaborative partnership is being developed with the American Library Association to help distribute the new afterschool curricula to librarians across the country. "Hot Seat" will support the existing network of "ZOOM" outreach partners and convert the museum "ZOOMzones" to "Hot Seat Spots." "ZOOM" currently is carried by 269 public broadcasting stations and is viewed by 4 million children each week.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
WGBH is producing and disseminating two seasons of a daily, half-hour television science series and accompanying outreach for three to five year olds. The series will be carried nationally as part of Discovery Television's newly expanded Discovery Kids. The project, "Peep and the Big Wide World," will model a developmentally-appropriate process of inquiry and exploration, nurture young children's innate curiosity, catalyze further hands-on exploration of the world around them, and motivate parents and care-givers to support and encourage these activities. The television programs will combine animation and short, live-action segments. The animation will weave the early childhood science curriculum into stories about three birds and their animal friends as they explore the world. Science content, unifying concepts, and habits of mind will be reinforced through two-minute live-action segments that show kids engaged in science play relating directly to the previous story. The television series will be supported by a comprehensive "Anywhere Science" outreach component of the project. "Anywhere Science" reinforces the fact that opportunities to experience and enjoy science exist in most facets of life. It will offer a range of activities -- through both web and print materials -- that can be enjoyed by just about anyone, just about anywhere. "Anywhere Science" is being designed to show parents and caregivers how important it is to support children's curiosity and how easy it is to engage in activities that help develop their science "habits of mind." The outreach campaign will be built around the new National Association for the Education of Young Children professional development standards and Head Start's science framework. The content director for "Peep and the Big Wide World" is Karen Worth, Senior Scientist at the Education Development Center and the Co-Director of the Center for Urban Science Education Reform. She is also the Principal Investigator of "Tool Kits for Early Childhood Science Education" that is developing national standards for preschool science education. The Executive Producer for the project is Kate Taylor who has previously served as Executive Producer for"ZOOM," " Where in the World is Carmen Sandiego," and "Degrassi Junior High." The creator of PEEP and animation artist is Kai Pindal, former Head of Animation at Danish Television. The head writer is Kathy Waugh who has written four seasons of the Emmy winning children's series, "Arthur." Evaluation will be conducted by Rockman et al. Advisors for the series include Barbara Bowman, President of the Erikson Institute for Advanced Study in Child Development; Diane Levin, Professor of Education at Wheelock College; Tera O'Hora, Consultant and Workshop Facilitator for "Science Beyond the Sandtable;" Kathy Paget, an early childhood educator working as a science curriculum developer and evaluator of science-related educational projects at the Technical Education Research Center; Diane Whitehead, a Quality Initiative Coordinator for the National Head Start Association; and Elizabeth Young, Director of Head Start Child Care in Cambridge, MA.
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TEAM MEMBERS: Kate Taylor Brigid Sullivan
resource project Exhibitions
The Franklin Institute Science Museum will develop, install and evaluate "The Franklin Air Show," a 5,000-sq. ft. interactive, permanent exhibition that explores the science and technology of aviation and aeronautics. Taking advantage of nationwide interest in the 100th anniversary of powered flight occurring in 2003, and the institute's collection of Wright Brothers Aeronautical Collection (including a restored 1911 Model B Flyer), "The Franklin Air Show" presents aviation and aeronautical technology as a vehicle for demonstrating basic science principles and the practical application of scientific and technical knowledge through invention, innovation and design. To extend the reach of "The Franklin Air Show," the Institute will disseminate parent and teacher curriculum guides through partnerships with the American Association of Physics Teachers and the Federal Aviation Administration. The exhibit is supported by innovative World Wide Web programming on The Franklin Institute Online, including "Flights if Inspiration" and digitized artifacts from the Wright collection.
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TEAM MEMBERS: Philip Hammer Polly McKenna-Cress