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resource project Media and Technology
The Westchester Children’s Museum will develop Full STEAM (Science, Technology, Engineering, Art, and Math) Ahead, an integrated, module-based sequence of hands-on STEAM workshops adaptable for both in-person and virtual teaching for high-need 2nd to 6th grade students at Thomas Cornell Academy in Yonkers, NY and Waterside School in Stamford, CT. Project activities include program development, preparation, delivery, and evaluation to create programs that are replicable and sustainable while leveraging the museum’s resources to demonstrate how it can support their communities in need during unprecedented times. Full STEAM Ahead anticipates reaching 300 students from low-income and economically disadvantaged families.
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TEAM MEMBERS: Margie Wolf
resource research Media and Technology
The last three decades have seen extensive reflection concerning how science communication should be modelled and understood. In this essay we propose the value of a cultural approach to science communication — one that frames it primarily as a process of meaning-making. We outline the conceptual basis for this view of culture, drawing on cultural theory to suggest that it is valuable to see science communication as one aspect of (popular) culture, as storytelling or narrative, as ritual, and as collective meaning-making. We then explore four possible ways that a cultural approach might
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TEAM MEMBERS: Sarah Davies Megan Halpern Maja Horst David Kirby Bruce Lewenstein
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource research Media and Technology
As a leader in the science museum field, the New York Hall of Science (NYSCI) is a destination for hands-on, interactive exhibitions and innovative programs. NYSCI’s Design-Make-Play (DMP) pedagogical approach to STEM learning recognizes that what is essential is not only the content—what is being taught—but how teaching and learning are imagined through the curriculum. This commitment to practice builds off of interest-based learning research, which emphasizes that all learners should feel a sense of efficacy and possibility. The hallmarks of this approach include deep personal engagement
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TEAM MEMBERS: Amanda Solarsh Gina Tesoriero Michaela Labriole Tara Chudoba
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Websites, Mobile Apps, and Online Media
The Baltimore Symphony Orchestra (BSO), in collaboration with the Psychology Department of the University of Maryland Baltimore County (UMBC) and Octava (a technology company), are conducting a pilot exploratory research project to assess the effectiveness of delivering informal science learning (ISL) to adult audiences through live music in a concert hall environment. The first half of the study is being timed to coincide with the 2016 annual meeting in Baltimore of the League of American Orchestras. Audiences will be introduced to the core idea that symmetry is a central concept both in science and in music, and they will experience these ideas via the orchestral music of pieces such as Aaron Copland's Appalachian Spring and Beethoven's Symphony. No. 5. The project goals are: to test whether and the extent to which informal STEM learning can occur among adults (ages 18+) during live orchestral performances and how the science content may enhance the audience experience; and to develop assessment tools for measuring audience learning and retention of scientific concepts delivered in connection with live musical performances both through interactive technology and through traditional program notes. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

The pilot study will investigate the interaction of key variables related to the audience composition, the learning formats (use of app technology, program notes, or not), and the science concepts. The tablet application technology, under continued development by Octava, presents unobtrusive program notes that act as a concert companion in real time as a concert proceeds. The mixed methods research methodology will produce quantitative and qualitative data using pre- and post-test instruments and focus group interviews. A follow-up questionnaire will be sent to participants six weeks after the performances to ascertain whether what was learned was retained over a period of time. Dissemination of project findings will be to professionals in science, science education and music fields.
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TEAM MEMBERS: Jessica Abel Linda Baker Tonya Robles Carol Bogash
resource research Media and Technology
Among the most interesting aspects of the changes in the media ecosystem a leading role is played by the impact of digital and networking technologies on the ways news reports are built. In this Jcom commentary, the issues of the relationship between digital storytelling and professional news production will focus on science journalism. The commentary will deal with theoretical reflections and practical examples of innovative experiences in which different narration methods were exploited for scientific information.
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TEAM MEMBERS: Nico Pitrelli
resource research Media and Technology
Artists create new aesthetics to communicate new messages and new concerns. Apprehension about the climate, its changes, global warming and a disposition to anxiously running after an ideal sustainable development are part of the issues we all now experience with a certain degree of anxiety. This is why the sensitive antennae of artists have perceived and evolved that. Now they are committed on many fields to making their voice be heard and to raising ethical and social issues, also regarding the scientific instruments man possesses to manipulate nature. So they have now accessed the group of
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TEAM MEMBERS: Alessandra Drioli
resource research Media and Technology
The Universidad Nacional Autónoma de México (UNAM), as an active cultural promoter, implemented a virtual museum system in order to help and develop expression related to art, science and humanities. The UNAM's cultural heritage is, as in many other universities, a vast number of different kinds of objects, ranging from painting and sculpture to numismatics and architecture, from traditional art to modern multimedia-based exhibits to Scientific Collections. It is impossible to exhibit it all in a single place in an orderly fashion. The Virtual Museum of the University's Cultural Heritage
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TEAM MEMBERS: Francisco Caviedes Esther de la Herran Andrea Vitela A. Libia Cervantes Jose Mondragon Alma Rangel Jose Silva Ildiko Pelczer Francisco Salgado Adidier Perez-Gomez Carolina Flores-Illescas Jose Casillas Graciela de la Torre Jorge Reynoso Rafael Samano Julia Molinar Jose Manuel Magana Alejandrina Escudero Ariadna Patino
resource evaluation Media and Technology
Funded by the National Science Foundation (NSF),The STEM Pathways project focused on exploring strategies through which at-risk and incarcerated Hispanic youth could be engaged around STEM careers, understand the education, training, and skills they would need to attain them, and think that such a path was a future possibility. To this end, the project and evaluation teams collaborated on a literature review, the development of a logic model, and the design, implementation, and evaluation of a diverse set of program activities that included media, art, and flash mentoring with STEM role models
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TEAM MEMBERS: Valerie Knight-Williams Lynn Dierking Carlos Alcazar Alliyah Noor
resource evaluation Media and Technology
Goodman Research Group, Inc., (GRG), Cambridge, MA, conducted the formative evaluation of The Music Instinct project. The NSF-funded project aims to bring to PBS viewers the strong evidence of the connections between music and science, as well as to facilitate a deeper understanding of both fields. The Music Instinct project, presented by WNET/Thirteen, in collaboration with Mannes Productions, includes a two-hour television program, a website, and ancillary educational materials. The purpose of the formative evaluation is to obtain timely information to support and guide the producers as they
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TEAM MEMBERS: Rucha Londhe Miriam Kochman Nivedita Ranade Irene F Goodman WNET/Thirteen Mannes Productions Inc.
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor