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resource evaluation Informal/Formal Connections
This document is the final evaluation report for the project, which focuses both on formative evaluation of the collaborative+interdisciplinary presentation creation process and summative evaluation of audience learning outcomes. 
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TEAM MEMBERS: Justin Reeves Meyer Donnelley (Dolly) Hayde Laura Weiss
resource research Media and Technology
In respect of the different modes of science communication including journalism, radio, online, I would propose that the process of making exhibitions and centres dedicated to science & technology is one of the hardest creative typologies. It also provides a very different type of engagement to other modes, in that it works in real time and space with real tangible objects and responsive media. The power of the real is also extended through the direct and collective involvement of people, providing a refreshing antidote to the potential alienating nature of social media and the ever-growing
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TEAM MEMBERS: Peter Higgins
resource research Media and Technology
With support from the National Science Foundation’s Science Learning+ initiative, Twin Cities Public Television (TPT), in St. Paul, MN, in collaboration with a team of researchers in the US and the UK organized a workshop with the title Affinity Spaces for Informal Science Learning: Developing a Research Agenda. Our goal was to develop and refine a set of concepts and issues that will guide future investigations into how participation in online affinity spaces can promote and enable informal science learning. The workshop took place on July 6th and 7th, 2015, ahead of the Games+Learning
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resource research Media and Technology
Creating Museum Media for Everyone is an NSF-funded collaborative project of the Museum of Science, the WGBH National Center for Accessible Media, Ideum, and Audience Viewpoints, to further the science museum field's understanding of ways to research, develop, and evaluate digital interactives that are inclusive of all people. As a part of this effort to enable museums to integrate more accessible media into their exhibits to make them more welcoming and educational for visitors with disabilities as well as general audiences, this paper provides an overview of approaches to media accessibility
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TEAM MEMBERS: Madeline Rothberg Christine Reich
resource project Media and Technology
Researchers and practitioners in the US and the UK, organized by Twin Cities Public Television in collaboration with co-PIs from Indiana University and the University of Bradford in the UK, will develop a research agenda focused on understanding how participation by youth in various online environments, called "affinity spaces," can promote and enable new approaches to informal STEM learning. Affinity spaces provide opportunities for youth to develop deep interest and engagement in specific topics as well as to interact in groups with others who share common interests. By focusing on affinity spaces, this Science Learning+ project will contribute to the collective understanding of how digital media supports STEM learning. Of particular interest is the potential of these spaces to offer multiple interest-driven trajectories, opportunities to learn with others, and paths toward becoming authentic participants in the discussions. Specifically, the collaborators will: (1) produce a literature review on affinity spaces and informal science learning; (2) organize and convene a two-day workshop to review and refine primary research questions; and (3) produce a white paper summarizing outcomes. Affinity spaces have the ability to connect millions of learners. Developing a research agenda to learn how these spaces can involve youth in experiences across the entire spectrum of STEM disciplines promises to reveal new ways to enhance and enrich the entire ecosystem of informal science learning. In addition, the project will enhance the international research and education infrastructure by facilitating collaborations among researchers in the U.S. and the UK who work at the frontiers of social media and learning.
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TEAM MEMBERS: Richard Hudson Indiana University University of Bradford Sean Duncan Carlton Reeve
resource research Media and Technology
Creating Museum Media for Everyone (CMME), a National Science Foundation (NSF) Enhanced Pathways Grant, held a five-day workshop in May 2012 that brought together 55 museum professionals and accessibility experts in fields such as formal science and special education, technology product development, gaming, accessible technologies, and universal design and Universal Design for Learning. The overarching purpose was to help launch the work of the core team from the Museum of Science (MOS), the WGBH National Center for Accessible Media (NCAM), Ideum, and Audience Viewpoints in developing the next
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TEAM MEMBERS: Museum of Science, Boston Marta Beyer Anna Lindgren-Streicher Christine Reich
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
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 research Media and Technology
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning
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TEAM MEMBERS: Annetta Leonard Wendy Frazier Elizabeth Folta Shawn Holmes Richard Lamb Meng-Tzu Cheng
resource evaluation Websites, Mobile Apps, and Online Media
In 2013, Shedd Aquarium launched a pilot Teacher Badging program with a set of Great Lakes Science Certified badges. Badges include Intro to Badging, Great Lakes Basics, Invasive Species Defined, Environmental Literacy, Science Literacy, and 21st Century Skills, culminating in the achievement of the Great Lakes Science Certified badge. Each badge includes 3-7 missions that teachers must complete to be awarded a given badge. As of December 31, 2013, 262 people have logged into the site, with 499.75 contact hours recorded in 1140 completed missions. The project was partially funded by the USDA
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TEAM MEMBERS: John G. Shedd Aquarium Heather Schneider Stephanie Bohr
resource project Media and Technology
SciGirls CONNECT is a broad national outreach effort to encourage educators, both formal and informal, to adopt new, research-based strategies to engage girls in STEM. SciGirls (pbskids.org/scigirls) is an Emmy award-winning television program and outreach program that draws on cutting-edge research about what engages girls in science, technology, engineering and math (STEM) learning and careers. The PBS television show, kids' website, and educational outreach program have reached over 14 million girls, educators, and families, making it the most widely accessed girls' STEM program available nationally. SciGirls' videos, interactive website and hands-on activities work together to address a singular but powerful goal: to inspire, enable, and maximize STEM learning and participation for all girls, with an eye toward future STEM careers. The goal of SciGirls is to change how millions of girls think about STEM. SciGirls CONNECT (scigirlsconnect.org) includes 60 partner organizations located in schools, museums, community organizations and universities who host SciGirls clubs, camps and afterschool programs for girls. This number is intended grow to over 100 by the end of the project in 2016. SciGirls CONNECT provides mini-grants, leader training and educational resources to partner organizations. Each partner training session involves educators from a score of regional educational institutions. To date, over 700 educators have received training from over 250 affiliated organizations. The SciGirls CONNECT network is a supportive community of dedicated educators who provide the spark, the excitement and the promise of a new generation of women in STEM careers. Through our partner, the National Girls Collaborative Project, we have networked educational organizations hosting SciGirls programs with dozens of female role models from a variety of STEM fields. The SciGirls CONNECT website hosts monthly webinars, a quarterly newsletter, gender equity resources, SciGirls videos and hands-on activities. SciGirls also promotes the television, website and outreach program to thousands of elementary and middle school girls and their teachers both locally and nationally at various events.
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TEAM MEMBERS: Rita Karl
resource project Websites, Mobile Apps, and Online Media
SETAC is funded by the Lifelong Learning Programme of the European Union and emerges out of the need to undertake specific action for the improvement of science education. It regards science education as among the fundamental tools for developing active citizens in the knowledge society. SETAC draws on the cooperation between formal and informal learning institutions, aiming to enhance school science education and active citizenship looking further into the role of science education as a lifelong tool in the knowledge society. On the day of the project’s conclusion, 31 October 2010, after two years of work SETAC contributes the following products and results to the field: 1. “Quality Science Education: Where do we stand? Guidelines for practice from a European experience” This is the concluding manifesto that presents the results of the SETAC work in the form of recommendations for practitioners working in formal and informal science learning institutions; 2. “Teaching and Learning Scientific Literacy and Citizenship 
in Partnership with Schools and Science Museums” This paper constitutes the theoretical framework of the project and innovative ways of using museums for science education and develop new modes of linking formal and informal learning environments; 3. Tools for teaching and learning in science: misconceptions, authentic questions, motivation. Three specific studies, leading to three specific reports, have been conducted in the context of the project, looking in particular into notions with an important role in science teaching and learning. These are on: Children’s misconceptions; Authentic questions as tool when working in science education; Students’ attitudes and motivation as factors influencing their achievement and participation in science and science-related issues; 4. Activities with schools: SETAC developed a series of prototype education activities which were tested with schools in each country. 
Among the activities developed between the partners, two have been chosen and are available on-line for practitioners to use and to adapt in their own context. These are: The Energy role game, a role game on Energy invites students to act in different roles, those of the stakeholders of an imaginary community, called to debate and decide upon a certain common problem; MyTest www.museoscienza.org/myTest, which aims to encourage students to engage in researching, reflecting and communicating science-oriented topics; 5. European in-service training course for primary and secondary school teachers across Europe. The training course is designed in such a way as to engage participants in debate and exploration of issues related to science education and active citizenship. The course is open to school teachers, headteachers and teacher trainers from all EU-member and associate countries. Professionals interested can apply for a EU Comenius grant. All the products of the project as well as information about the training course are available at the project website, some of them in more than one languages: www.museoscienza.org/setac
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TEAM MEMBERS: MARIA XANTHOUDAKI