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resource research Media and Technology
This guide compiles lessons learned by seven Portal to the Public Network (PoPNet) sites as well as remaining challenges and recommendations for organizations planning similar efforts in the future. PoPNet sites used the Portal to the Public Guiding Framework to build relationships with local scientists, prepare them for public engagement using Portal to the Public training materials, and feature them at public programs.
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resource research Media and Technology
By using widely-available technologies, this project brings fully online instructional coaching in STEM to out-of-school educators who live too remotely to attend ongoing in-person workshops.
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TEAM MEMBERS: Sue Allen Perrin Chick Scott Byrd Alexandria Brasili Liv Detrick Lynn Farrin Hannah Lakin
resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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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 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. The project will derive a nationwide online coaching/mentoring program for out of school educators in rural settings. The program builds on a Noyce Foundation pilot project. The issue to be addressed is that educators in rural settings are challenged in a multitude of ways due to isolation. This project will try to find ways to alleviate some of the consequences of isolation through resource sharing, knowledge sharing, and unique techniques for communicating with students. Partners in this effort are the Maine Mathematics and Science Alliance, the National AfterSchool Association, Development Without Limits, and the Maine State Library.

By using widely-available technologies, this project will bring fully online instructional coaching in STEM to out-of-school educators who live too remotely to attend ongoing in-person workshops. The project team will achieve this by adapting a highly promising coaching program where groups of educators video-record their own work with youth, practice key skills, and meet regularly to discuss their work. The project will: (a) test technical challenges to achieve fully virtual implementation; (b) design and adapt a specific STEM-skill curriculum to align with different levels of need; (c) customize the model to work with rural librarians; and (d) integrate the work into existing state and national accreditation systems.
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TEAM MEMBERS: Sue Allen
resource project Media and Technology
The New York City Department of Education will build a digital gateway for students and teachers called “Project ECS@ESC: Encouraging Connections through STEM” at the Environmental Study Center. This will offer rich and engaging experiential environmental science programs for students and teachers at all grade levels. The project will develop a digital depository of educational materials and digital resources that connect instructional content and programs. Educators and students will access the instructional resources beyond the walls of ESC, facilitating STEM-focused inquiry experiences in the classroom and utilizing instructional materials, e-content, and digital resources. It will also create a digital depository using Springshare’s Libguides, an online content management system, to provide e-content focused on STEM topics and themes.
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TEAM MEMBERS: Melissa Jacobs Israel
resource research Media and Technology
This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
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TEAM MEMBERS: Ake Nygren
resource research Media and Technology
The on-line information environment has changed dramatically since the earliest on-line systems emerged in the early 1960s. Growth has occurred both in the number of users of on-line information as well as in the number of on-line information resources and providers. The rate of growth in each of these areas increased exponentially with the availability of the public Internet and the World Wide Web. These foundational technological developments created an environment in which almost anyone can “publish” or function as an information provider and have virtually instantaneous access to massive
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TEAM MEMBERS: Jose-Marie Griffiths Donald King
resource project Media and Technology
Several years ago, Kansas City leaders decided to boost future economic growth by developing science and engineering skills in the area’s work force. There was a problem though: Kansas City’s workers and students weren’t very interested in science and engineering. So, five organizations, including a library and museum, founded KC Science, INC to improve science literacy in the bi-state Kansas City metropolitan region. Partners included the Johnson County (KS) Library as the lead partner; Science City, the region’s premier science museum; KCPT, the local public television station; Science Pioneers, a group that produces educational materials and activities for teachers and students; and Pathfinder Science, an online collaborative community of teachers and students engaging in scientific research. The group received a 2006 Partnership for a Nation of Learners* grant from the Institute of Museum and Library Services (IMLS) and the Corporation for Public Broadcasting (CPB) because the community partnership’s focus on science-related careers and lifelong learning helped build a foundation for an informed citizenry.
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TEAM MEMBERS: Erica Reynolds
resource project Media and Technology
FETCH is a new 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) reach the target audience about what it means to be a scientist and encourage them to pursue a science career; 2) provide outreach partners with curriculum that supports content-rich ISE activities and career explorations in varied settings; 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 a range of careers: habitats, structures, and chemistry. In addition, funds will support new educational resources for libraries and other youth-serving organizations. FETCH is produced by WGBH; content and outreach partners include the Association for Library Service to Children, the National Wildlife Federation, and the American Chemical Society in addition to outreach partners in 3,200 youth-serving organizations. American Institute for Research will conduct formative evaluation for the project; Goodman Research Group will conduct summative evaluation of both the television show and the FETCH Future Scientist Guide.
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TEAM MEMBERS: Kate Taylor
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
The range of contemporary "emerging" technologies with far-reaching implications for society (economic, social, ethical, etc.) is vast, encompassing such areas as bioengineering, robotics and artificial intelligence, genetics, neuro and cognitive sciences, and synthetic biology. The pace of development of these technologies is in full gear, where the need for public understanding, engagement and active participation in decision-making is great. The primary goal of this four-year project is to create, distribute and study a set of three integrated activities that involve current and enduring science-in-society themes, building on these themes as first presented in Mary Shelley's novel, Frankenstein, which will be celebrating in 2018 the 200th anniversary of its publication in 1818. The three public deliverables are: 1) an online digital museum with active co-creation and curation of its content by the public; 2) activities kits for table-top programming; and 3) a set of Making activities. The project will also produce professional development deliverables: workshops and associated materials to increase practitioners' capacity to engage multiple and diverse publics in science-in-society issues. The initiative 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. This project by Arizona State University and their museum and library collaborators around the country will examine the hypothesis that exposing publics to opportunities for interactive, creative, and extensive engagement within an integrated transmedia environment will foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society. These three distinct yet interlocking modes of interaction provide opportunities for qualitative and quantitative, mixed-methods research on the potential of transmedia environments to increase the ability of publics to work individually and collectively to become interested in and involved with science-in-society issues.
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TEAM MEMBERS: Edward Finn Steve Gano Ruth Wylie Rae Ostman David Guston