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resource project Professional Development, Conferences, and Networks
This three-year project focuses on professional research experiences for middle and high school STEM teachers through investigations of the Great American Biotic Interchange (GABI). Each year 10 teachers (in diverse fields including biology, chemistry, earth and environmental sciences, and oceanography) and three to five professional paleontologists will participate in a four-phase process of professional development, including: a (1) pre-trip orientation (May); (2) 12 days in Panama in July collecting fossils from previously reported, as well as newly discovered, sites; (3) a post-trip on-line (cyber-enabled) Community of Practice; and (4) a final wrap-up at the end of each cohort (December). In addition, some of the teachers may also elect to partner with scientists in their research laboratories, principally located in California, Florida, and New Mexico. The partners in Panama are from the Universidad Autónoma de Chiriquí (UNACHI), including faculty and students, as well as STEM teachers from schools in Panama. Teachers that participate in this RET will develop lesson plans related to fossils, paleontology, evolution, geology, past climate change, and related content aligned with current STEM standards.

The GABI, catalyzed by the formation of the Isthmus of Panama during the Neogene, had a profound effect on the evolution and geography of terrestrial organisms throughout the Americas and marine organisms globally. For example, more than 100 genera of terrestrial mammals dispersed between the Americas, and numerous marine organisms had their interoceanic distributions cut in half by the formation of the Isthmus. Rather than being considered a single event that occurred about 4 million years ago, the GABI likely represents a series of dispersals over the past 10 million years, some of which occurred before full closure of the Isthmus. New fossil discoveries in Panama resulting from the GABI RET (Research Experiences for Teachers) are thus contributing to the understanding of the complexity and timing of the GABI during the Neogene.

This award is being co-funded with the Office International and Integrative Activities.
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TEAM MEMBERS: Bruce MacFadden
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource project Exhibitions
The Cincinnati Zoo & Botanical Garden has placed a strategic focus on becoming more guest-focused, which includes tailoring interpretive exhibits to engage families, our primary audience. The Wings of the World exhibit building was reinterpreted to create meaningful experiences that connect families to nature through birds and inspire them to become better bird neighbors. As guests navigate the building, which reopened in April 2018, they observe more than 50 bird species from across the globe while making connections to local birds.

Over three years, Zoo guests participated in development and design through focus groups, prototyping, observations, interviews, and exit questionnaires to shape and assess the final interpretive design. Innovative opportunities to promote family interaction include an immersive, interpretive space where guests role play as a flock of migratory birds facing challenges along their journey, such as avoiding collisions with glass and finding suitable habitat. Each challenge teaches guests how they can make this journey easier for birds by addressing that particular issue in their own home. Guests can also practice their local bird identification skills by playing “Guess Who? Name that Cincinnati Bird.” And they are invited to pledge to take action on behalf of birds.

Results from evaluation conducted by Lifelong Learning Group suggest that Wings of the World successfully engages family groups. Guests took away a strong understanding of the general messages of the exhibit space, with enough specificity to articulate key conservation actions they could take to become better bird neighbors. The strongest successes in messaging were those that were cross-cutting and visible throughout the whole space: improving awareness related to bird diversity, encouraging visitors to pay closer attention to birds around them, and inspiring a connection to nature.
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TEAM MEMBERS: Shasta Bray E. Elaine T. Horr Dolly Hayde Joe E Heimlich David Jenike
resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource project Public Programs
This project, “Global, Local, Coastal”, will be led by Groundwork Hudson Valley and Sarah Lawrence College, to integrate and expand the work of three award-winning environmental education centers in Yonkers, NY – The Science Barge, Ecohouse and the Center for the Urban River (CURB). Its primary objective is to prepare low-income students for the impact of a changing climate so that they can participate both personally and professionally in a world in which these issues are increasingly prevalent. It reaches an audience that is not well served by traditional programs and is most vulnerable to the consequences of climate change. Over the course of two years, the project will serve 600-700 middle and high school youth, primarily from the Yonkers public school system, through a new, integrated curriculum that teaches about these issues from multiple perspectives. Beyond its impact on students, the project will have a broader impact on people in our region. Together, the Barge, Ecohouse and CURB are visited by close to 10,000 people each year and new exhibits will reinforce key themes related to resiliency and adaptation. Other partners include NOAA’s Hudson River National Estuarine Research Reserve, Lamont Doherty, and the Center for Climate Change in the Urban Northeast. The state’s NY Rising Program and Yonkers Public Schools are key partners too. The project will be carried out in a community that has been severely affected by extreme weather in the last decade, including three hurricanes. Outcomes will help create “an informed society to anticipate and respond to climate and its impacts.” It also addresses NOAA’s goal of a “Weather-Ready Nation,” and “Resilient Coastal Communities and Economies.
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TEAM MEMBERS: Ellen Theg
resource project Public Programs
By engaging diverse publics in immersive and deliberative learning forums, this three-year project will use NOAA data and expertise to strengthen community resilience and decision-making around a variety of climate and weather-related hazards across the United States. Led by Arizona State University’s Consortium for Science, Policy & Outcomes and the Museum of Science Boston, the project will develop citizen forums hosted by regional science centers to create a new, replicable model for learning and engagement. These forums, to be hosted initially in Boston and Phoenix and then expanded to an additional six sites around the U.S., will facilitate public deliberation on real-world issues of concern to local communities, including rising sea levels, extreme precipitation, heat waves, and drought. The forums will identify and clarify citizen values and perspectives while creating stakeholder networks in support of local resilience measures. The forum materials developed in collaboration with NOAA will foster better understanding of environmental changes and best practices for improving community resiliency, and will create a suite of materials and case studies adaptable for use by science centers, teachers, and students. With regional science centers bringing together the public, scientific experts, and local officials, the project will create resilience-centered partnerships and a framework for learning and engagement that can be replicated nationwide.
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TEAM MEMBERS: Dan Sarewitz
resource project Media and Technology
Over three years beginning in January 2016, the Science Museum of Virginia will launch a new suite of public programming entitled “Learn, Prepare, Act – Resilient Citizens Make Resilient Communities.” This project will leverage federally funded investments at the Museum, including a NOAA-funded Science On a Sphere® platform, National Fish and Wildlife-funded Rainkeepers exhibition, and the Department of Energy-funded EcoLab, to develop public programming and digital media messaging to help the general public understand climate change and its impacts on Virginia’s communities and give them tools to become resilient to its effects. Home to both the delicate Chesapeake Bay ecosystem and a highly vulnerable national shoreline, Virginia is extremely susceptible to the effects of climate change and extreme weather events. It is vital that citizens across the Commonwealth understand and recognize the current and future impacts that climate variability will have on Virginia’s economy, natural environment, and human health so that they will be better prepared to respond. In collaboration with NOAA Chesapeake Bay Office, George Mason University’s Center for Climate Change Communication, Virginia Institute for Marine Science, Public Broadcasting Service/National Public Radio affiliates, and Resilient Virginia, the Museum will use data from the National Climatic Data Center and Virginia Coastal Geospatial and Educational Mapping System to develop and deliver new resiliency-themed programming. This will include presentations for Science On a Sphere® and large format digital Dome theaters, 36 audio and video digital media broadcast pieces, two lecture series, community preparedness events, and a Resiliency Checklist and Certification program. This project supports NOAA’s mission goals to advance environmental literacy and share its vast knowledge and data with others.
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TEAM MEMBERS: Richard Conti
resource project Media and Technology
Purpose: This project will develop and test Eco, an online multiplayer virtual environment and game designed to enhance middle school students' knowledge of ecology and environmental literacy. This is important because according to the 2011 National Assessment of Educational Progress, students in the United States ranked 17th in science among the world's most developed countries, and over a third of eighth-graders scored below basic level, the lowest performance level. The Framework for 21st Century Skills presents the need for education materials that engage students and use technology effectively, meet rigorous content and skill standards, foster interdisciplinary work, and promote collaborative problem solving.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of Eco consisting of a system architecture that enabled user-controlled avatars to complete basic tasks. At the end of Phase I, a pilot study with 60 students from five classrooms demonstrated that the prototype functioned as intended, that students found the game to be engaging, and that students were able to collaborate with classmates during gameplay. In Phase II the developers will strengthen functionality, add content, and build a teacher dashboard to track student data and house implementation resources. After development is complete, the team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the game for promoting students' ecosystem learning and environmental literacy. The researchers will collect data from 150 students in 10 classrooms. Half of the classrooms will be randomly assigned to use Eco to supplement standard classroom instruction while the other half will continue with normal practice. Analyses will compare pre-and-post scores of student's ecology knowledge and environmental literacy.

Product: Eco will be a multi-player game to teach standards in ecology and prepare middle schools students to be environmentally literate citizens. To play the game, students will enter a shared online world featuring a simulated ecosystem of plants and animals. Students will co-create a civilization by measuring, modeling, and analyzing the underlying ecosystem. Students will advocate for proposed plans to classmates and make decisions as a group. Cooperation and science-based decision making activities will occur, in order to prevent the destruction of the environment. The game will include teacher resources to support the alignment of game play to learning goals, and implementation.
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TEAM MEMBERS: John Krajewski
resource project Public Programs
The Yellowstone Altai-Sayan Project (YASP) brings together student and professional researchers with Indigenous communities in domestic (intermountain western U.S.) and international (northwest Mongolian) settings. Supported by a National Science Foundation grant, MSU and tribal college student participants performed research projects in their home communities (including Crow, Northern Cheyenne, Fort Peck Assiniboine & Sioux, and Fort Berthold Mandan, Hidatsa and Sahnish) during spring semester 2016. In the spirit of reciprocity, these projects were then offered in comparative research contexts during summer 2016, working with Indigenous researchers and herder (semi-nomadic) communities in the Darhad Valley of northwestern Mongolia, where our partner organization, BioRegions International, has worked since 1998. In both places, Indigenous Research Methodologies and a complementary approach called Holistic Management guided how and what research was performed, and were in turn enriched by Mongolian research methodologies. Ongoing conversations with community members inspire the research questions, methods of data collection, as well as how and what is disseminated, and to whom. The Project represents an ongoing relationship with and between Indigenous communities in two comparable bioregions*: the Big Sky of the Greater Yellowstone Ecosystem, and the Eternal Blue Sky of Northern Mongolia.

*A ‘bioregion’ encompasses landscapes, natural processes and human elements as equal parts of the whole (see http://bioregions.org/).
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TEAM MEMBERS: Kristin Ruppel Clifford Montagne Lisa Lone Fight
resource project Public Programs
Citizen science refers to partnerships between volunteers and scientists that answer real world questions. The target audiences in this project are middle and high school teachers and their students in a broad range of settings: two urban districts, an inner-ring suburb, and three rural districts. The project utilizes existing citizen science programs as springboards for professional development for teachers during an intensive summer workshop. The project curriculum helps teachers use student participation in citizen science to engage them in the full complement of science practices; from asking questions, to conducting independent research, to sharing findings. Through district professional learning communities (PLCs), teachers work with district and project staff to support and demonstrate project implementation. As students and their teachers engage in project activities, the project team is addressing two key research questions: 1) What is the nature of instructional practices that promote student engagement in the process of science?, and 2) How does this engagement influence student learning, with special attention to the benefits of engaging in research presentations in public, high profile venues? Key contributions of the project are stronger connections between a) ecology-based citizen science programs, STEM curriculum, and students' lives and b) science learning and disciplinary literacy in reading, writing and math.

Research design and analysis are focused on understanding how professional development that involves citizen science and independent investigations influences teachers' classroom practices and student learning. The research utilizes existing instruments to investigate teachers' classroom practices, and student engagement and cognitive activity: the Collaboratives for Excellence in Teacher Preparation and Classroom Observation Protocol, and Inquiring into Science Instruction Observation Protocol. These instruments are used in classroom observations of a stratified sample of classes whose students represent the diversity of the participating districts. Curriculum resources for each citizen science topic, cross-referenced to disciplinary content and practices of the NGSS, include 1) a bibliography (books, web links, relevant research articles); 2) lesson plans and student science journals addressing relevant science content and background on the project; and 3) short videos that help teachers introduce the projects and anchor a digital library to facilitate dissemination. Impacts beyond both the timeframe of the project and the approximately 160 teachers who will participate are supported by curriculum units that address NGSS life science topics, and wide dissemination of these materials in a variety of venues. The evaluation focuses on outcomes of and satisfaction with the summer workshop, classroom incorporation, PLCs, and student learning. It provides formative and summative findings based on qualitative and quantitative instruments, which, like those used for the research, have well-documented reliability and validity. These include the Science Teaching Efficacy Belief Instrument to assess teacher beliefs; the Reformed Teaching Observation Protocol to assess teacher practices; the Standards Assessment Inventory to assess PLC quality; and the Scientific Attitude Inventory to assess student attitudes towards science. Project deliverables include 1) curriculum resources that will support engagement in five existing citizen science projects that incorporate standards-based science content; 2) venues for student research presentations that can be duplicated in other settings; and 3) a compilation of teacher-adapted primary scientific research articles that will provide a model for promoting disciplinary literacy. The project engages 40 teachers per year and their students.
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TEAM MEMBERS: Karen Oberhauser Michele Koomen Gillian Roehrig Robert Blair Andrea Lorek Strauss
resource project Public Programs
A county-wide public engagement event series occurring quarterly that sends pairs of scientists out into public gathering spaces such as bars, coffeehouses, libraries, and laundromats to have casual conversations with local residents about ocean research and science in general or just life in the community.
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