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resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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TEAM MEMBERS:
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Zoos and aquariums have been offering programming, events, and visit accommodations to autistic individuals for several years. While these efforts can provide great experiences, they are focused more on accommodation and the outward-facing guest experience than inclusion. Lack of inclusion features in design, programming, and representation amongst zoo and aquarium representatives, ultimately limits full inclusion and adds to a sense in autistic individuals of not belonging and not being welcomed. To develop a fully inclusive experience for autistic individuals, this project will develop an evidence-based framework of inclusive practices for zoos and aquariums and build a community of practice around inclusion broadly. The project brings together researchers from Oregon State University, Vanderbilt Kennedy Center’s Treatment and Research Institute for Autism Spectrum Disorders, and the Association of Zoos and Aquariums. Researchers will create and investigate the extent and ways in which a research-informed framework and associated tools (i.e. case studies, discussion guides, self-guided audits, etc.) and strategies support science learning for autistic individuals, and help practitioners expand access and inclusion of autistic audiences beyond special events or the general visit experience by applying inclusive practices for programs, exhibit development, internships, volunteer opportunities, and employment. To maximize impact, the project will develop and expand a network of early adopters to build a community of practice around inclusive practices to develop fully inclusive zoo and aquarium experiences for all individuals.

The project will investigate 4 research questions: (1) In what ways and to what extent are zoos and aquariums currently addressing access and inclusion for autistic individuals? (2) How do staff in zoos and aquariums perceive their and their institution’s willingness and ability to address access and inclusion for autistic individuals? (3) What is a framework of evidence-based practices across the zoo and aquarium experience that is inclusive for autistic individuals, and what associated tools and strategies are needed to make the framework useful for early adopters? And (4) to what extent and in what ways does a research informed framework with associated tools and strategies engage, support, and enhance an existing community of practitioners already dedicated to addressing autistic audiences and promote inclusive practices at zoos and aquariums for autistic people? The project is designed as two phases: (1) the research and development of a framework of inclusive practices and tools for supporting autistic individuals and (2) expanding a network of early adopters to build a community of practice around inclusive practices and an overall strategy of implementation. The framework will be informed through a state of the field study across the zoo/aquarium field that includes a landscape study and needs assessment as well as a review of literature that synthesizes existing research across disciplines for developing inclusive practices for autistic individuals in zoos and aquariums. The team will also conduct online surveys and focus groups to gather input from various stakeholders including zoo and aquarium employees and practitioners, autistic individuals, and their social groups (e.g., family members, peers, advocacy organizations). The second phase of the study will focus on sharing the framework and tools with practitioners across the zoo/aquarium field for feedback and reflection to develop an overall strategy for broader implementation and expanding the existing network of zoo and aquarium professionals to build a community of practice dedicated to the comprehensive inclusion of autistic individuals across the full zoo and aquarium experience. The results will be disseminated through conference presentations, scholarly publications, online discussion forums, and collaborative partners’ websites. The project represents one of the first of its kind on autistic audiences within the zoo and aquarium context and is the first to look at the full experience of autistic patrons to zoos and aquariums across programs/events, exhibits, volunteering, internship, and employment opportunities. A process evaluation conducted as part of the project will explore how the approach taken in this project may be more broadly applied in understanding and advancing inclusion for other audiences historically underserved or marginalized by zoos and aquariums.

This Research in Service to Practice project is supported by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Kelly Riedinger Lauren Weaver Amy Rutherford
resource project Exhibitions
The Antarctic Dinosaurs project aims to leverage the popularity and charisma of dinosaurs to inspire a new generation of polar scientists and a more STEM (Science, Technology, Engineering, Mathematics)-literate citizenry. The project, centered on a giant screen film that will reach millions of theatrical viewers across the U.S., will convey polar science knowledge through appealing, entertaining media experiences and informal learning programs. Taking advantage of the scope of research currently taking place in Antarctica, this project will incorporate new perspectives into a story featuring dinosaurs and journey beyond the bones to reveal a more nuanced, multi-disciplinary interpretation of paleontology and the profound changes the Antarctic continent has endured. The goals of the project are to encourage young people to learn about Antarctica and its connection to the rest of the globe; to challenge stereotypes of what it means to participate in science; to build interest in STEM pursuits; and to enhance STEM identity.

This initiative, aimed particularly at middle school age youth (ages 11-14), will develop a giant screen film in 2D and 3D formats; a 3-episode television series; an "educational toolkit" of flexible, multi-media resources and experiences for informal use; a "Field Camp" Antarctic science intervention for middle school students (including girls and minorities); fictional content and presentations by author G. Neri dealing with Antarctic science produced for young people of color (including non-readers and at-risk youth who typically lack access to science and nature); and presentations by scientists featured in the film. The film will be produced as a companion experience for the synonymous Antarctic Dinosaurs museum exhibition (developed by the Field Museum, Chicago, in partnership with the Natural History Museum of Los Angeles County, Discovery Place, Charlotte, NC, and the Natural History Museum of Utah). Project partner The Franklin Institute will undertake a knowledge-building study to examine the learning outcomes resulting from exposure to the film with and without additional experiences provided by the Antarctic Dinosaurs exhibition and film-related educational outreach. The study will assess the strategies employed by practitioners to make connections between film and other exhibits, programs, and resources to improve understanding of the ways film content may complement and inspire learning within the framework of the science center ecosystem. The project's summative evaluation will address the process of collaboration and the learning impacts of the film and outreach, and provide best practices and new models for content producers and STEM educators. Project partners include film producers Giant Screen Films and Dave Clark Inc.; television producer Natural History New Zealand (NHNZ); Discovery Place (Charlotte, NC); The Franklin Institute; The Field Museum; The Natural History Museum of Utah (The University of Utah); author G. Neri; and a team of scientists and diversity advisers. 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 co-funding support from the Antarctic section of the Office of Polar Programs.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Deborah Raksany Karen Elinich Andrew Wood
resource project Public Programs
OUTSIDE: Over Under and Through: Students Informally Discover the Environment will focus on conducting a pilot study of our informal environmental education nature program designed for underrepresented middle school students in Mississippi. We have partnered with the University of Southern Mississippi's (USM) well-established Biological Sciences Learning Center (BSLC) and newly developed Lake Thoreau Environmental Center (LTEC), the Mississippi Museum of Natural Science and the Hattiesburg Public School District (HPSD). We are focused on reaching two target populations of participants: future naturalists and underrepresented middle school students. During this pilot, we are training volunteer naturalists to lead engaging, inquiry-driven informal environmental education programs designed to immerse middle school students in nature. We have developed a training program for volunteer naturalists and captured patterns in learning and interactions between students and naturalists during OUTSIDE programming.
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