Skip to main content

Community Repository Search Results

resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
DATE: -
resource research Media and Technology
Over the past ten years, investments in infrastructure for informal STEM education and science communication have resulted in significant growth in the number and variety of resources and depth of expertise available to members of the STEM research community wishing to develop outreach, engagement and broader impacts activities. This report/white paper recounts some of the developments that led to the existing synergy between Informal STEM Education (ISE), science communication, and STEM research, provides examples of infrastructure and resources that support this work, and identifies areas of
DATE:
resource research Media and Technology
Through this review of research on public engagement with science, Feinstein, Allen, and Jenkins advocate supporting students as “competent outsiders”—untrained in formal sciences, yet using science in ways relevant to their lives. Both formal and informal settings can be well suited for work in which students translate scientific content and practices into meaningful actions.
DATE:
TEAM MEMBERS: Elaine Klein
resource evaluation Media and Technology
This report describes an evaluation of two educational programs that Iridescent offered with a grant from the National Science Foundation. These two programs were developed for youth and their families and were organized around open-ended Engineering Design Challenges. These are hands-on problem-solving activities supported by a web-based platform known as the Curiosity Machine. The Curiosity Machine and the Design Challenges were designed to work together to engage learners in fundamental physics and engineering concepts in fun and open-ended ways, while enhancing their curiosity, creativity
DATE:
TEAM MEMBERS: Tara Chklovski Daniel Hickey
resource project Media and Technology
In Defense of Food (IDOF) is a media and outreach project based on Michael Pollan's best-selling book of the same title. Through the lens of food science, IDOF is designed to engage diverse audiences in learning about: (1) how science research is conducted, (2) how research findings are used in media, marketing, and public policy, and (3) how to apply food science research in everyday life. IDOF will be created by Kikim Media, an independent production company, broadcast and distributed by PBS and supported by an extensive outreach campaign and interactive website. The project's educational materials will be developed, in part, by the Teacher's College at Columbia University's Center for Food and Nutrition, with dissemination supported by the Coalition for Science After School and by Tufts University's Healthy Kids Out of School initiative, which involves nine of the leading out of school time (OST) organizations, such as Girl Scouts USA, and the National Urban League. The project advisory committee includes highly respected researchers in food, nutrition, and health. IDOF will use an integrated strategy of learning resources, combining a television documentary with online/social media, community outreach, and youth activities. Knight Williams Research Communications will conduct formative and summative evaluation of all major components of the project. The results will advance the informal science community's understanding of how the combination of a documentary with outreach, website/social media, and afterschool activities impacts motivation and learning. The evaluation study will pay special attention to the degree to which participation in the community events, social media/website, and afterschool activities motivates deeper or extended engagement with the subject. Project evaluation results and educational resources will be widely disseminated to the informal science community. IDOF includes a two-hour documentary film that will be produced in both English and Spanish; a community-level outreach campaign focused on reaching underserved audiences who may not watch public television; a set of activities for use in afterschool programs, youth programs and schools; and an interactive and content-rich website with tightly integrated social media tools. IDOF will be nationally broadcast by PBS; the Spanish-language version of IDOF will be broadcast by Vme Television. The ambitious IDOF educational materials and outreach campaign, combined with interactive web and social media, will reach large and diverse audiences. The intended impacts on audiences include increased knowledge and understanding of the scientific process by learning what food scientists do, what techniques they use, and how scientists arrive at their conclusions; the development of critical thinking skills audiences can use when evaluating messages about food and nutrition in media and advertising and when making decisions about what food to buy and eat; and becoming active learners and consumers regarding food. Evaluation results will be widely disseminated to science media producers and the informal science community via professional publications and presentations at conferences. The ultimate value of the In Defense of Food documentary and learning initiative will be to enhance public understanding of the crucial importance of science in people's everyday lives and in shaping dozens of daily decisions.
DATE: -
TEAM MEMBERS: Michael Schwarz
resource project Media and Technology
Iridescent is a not-for-profit company that develops and implements informal science and engineering experiences for students by facilitating the translation of the work that scientists and engineers do in a way that makes that work accessible to families. The proposal expands the Iridescent outreach activities funded by the Office of Naval Research, to provide a blended combination of in-person and online support to the families of underrepresented populations. The project is producing twenty videos of scientists and engineers presenting their research that are closely aligned with one hundred scientific inquiry and engineering design-based experiments and lesson plans. These digital resources, collectively called the Curiosity Machine, provide opportunities for parents and children to engage in scientific inquiry and engineering design in multiple face-to-face and online environments, including mobile technologies. The evaluation findings from this project provide a model of how to engage STEM education practitioners, teachers and online communities, to substantively connect underserved communities, in both informal and more formal learning environments to develop experiences with engineering design and to improve students' perspectives about and motivations to prepare for STEM careers. The Curiosity Machine portal is designed to present scientists and engineers explaining the work that they do in a way that makes it accessible to parents and students. Iridescent is working at three sites across the country in South Los Angeles, the South Bronx in New York City, and San Francisco. Students and their families have multiple access points to the science and engineering videos and materials through after school activities, Family Science Nights and summer camps. The project is piloting the use of electronic badges, similar to those offered in the Boy and Girl Scouts as a mechanism to enhance the engagement and persistence of students in the online activities. The project is developing ways to evaluate student engagement and performance through the analysis of the products that students submit online in response to particular science and engineering challenges. Students can also gain extra credit at school for their participation in the Curiosity Machine activities. The materials that the Curiosity Machine activities and challenges use are those that are commonly available to families, and the project provides access to mobile technology to facilitate participation by families. Student access to out of school science and engineering experiences is limited by the resources in terms of time and availability science centers have available. This project develops the resources and tools to bridge the in-school and out of school activities for students through the use of videos and online participation in ways that expand the opportunity of students from underserved populations to continue to engage in substantive science and engineering experiences beyond what they might get during an intermittent visit to a science center. The research and evaluation that is part of this study provides information about how new forms of extrinsic motivation might be used to support student engagement and persistence in learning about science and engineering.
DATE: -
TEAM MEMBERS: Tara Chklovski
resource evaluation Media and Technology
Rockman et al (REA), a San Francisco-based research and evaluation firm, conducted the external evaluation for Youth Radio's DO IT! program, which was funded by the National Science Foundation. Building upon Youth Radio's previous Science and Technology Program, the DO IT! initiative consisted of three primary components that promoted STEM (science, technology, engineering, and mathematics) learning by training underserved youth in cutting-edge digital technologies: (1) Brains and Beakers: Young people hosted a line-up of investigators and inventors for demo-dialogues at Youth Radio's studios
DATE:
TEAM MEMBERS: Rockman et al | Youth Radio Kristin Bass Julia Hazer
resource evaluation Media and Technology
During the spring of 2006, American Institutes for Research (AIR) conducted an evaluation study on behalf of WGBH. The purpose of the study was to gather data related to the effectiveness of the FETCH! Activity Guide, which was designed to extend the teachings of a new children’s show, “FETCH! with Ruff Ruffman.” The Activity Guide was developed for after-school program facilitators and other informal science educators to use at their facilities, either in conjunction with the television show or as stand-alone resources. Appendix includes instruments.
DATE:
TEAM MEMBERS: Christine Paulsen Deborah Goff
resource evaluation Media and Technology
Veridian inSight performed an evaluation study in fall of 2009 to evaluate the effectiveness of an online training developed as an outreach component of the FETCH! with Ruff Ruffman series (http://pbskids.org/fetch/). The FETCH! Hands-On Science Training was designed for anyone who wants to lead science activities with elementary-age kids (including after-school providers, teachers, camp counselors, librarians, museum staff, parents, and others). The goals of the evaluation study were to assess the extent to which the FETCH! training was successful at:· Preparing afterschool educators
DATE:
TEAM MEMBERS: Christine Paulsen WGBH
resource evaluation Media and Technology
During the spring of 2006, American Institutes for Research (AIR) conducted an evaluation study on behalf of WGBH. The purpose of the study was to gather data related to the effectiveness of the FETCH! Activity Guide, which was designed to extend the teachings of a new children's show, "FETCH! with Ruff Ruffman. The four main study objectives were to: Assess the activities' appeal for children (for example, do children enjoy the activities, do they realize they are learning about science, etc.?) Assess whether the facilitators liked the Activity Guide and deemed it appropriate for their after
DATE:
TEAM MEMBERS: Christine Paulsen Deborah Goff WGBH
resource project Media and Technology
LOOP is a new multiplatform, environmental project designed to help young children, ages 6-8, explore ecosystems and understand the science and systems of the natural world. Built upon a curriculum that moves beyond the 3Rs (reduce, reuse, recycle), the goal is to help lay the foundation for a lifelong interest in the science of sustainability. Deliverables include: a 20-episode television series with animated stories and live-action segments which feature families and children; an online game to immerse players in the same ecosystems seen on television; Loop Live Missions (outdoor science activities); and an afterschool/camp curriculum designed to get children and families outside to explore natural systems. Promotion of LOOP's educational resources will be undertaken through a partner network including the U.S. Forest Service, Children & Nature Network, National Recreation and Park Association, American Camp Association, National Summer Learning Association, Girl Scouts of the USA, and the Boys & Girls Clubs of America. LOOP is produced by WGBH in Boston and intended for national distribution on PBS. The project design creates an "interactive learning loop" which cycles between the television series, the Website, and outdoor science activities. The intended impacts are to: (1) deliver educational media to the target audience that increases their understanding of science and sustainability issues; (2) model and teach science concepts and scientific habits of mind; and (3) connect children and their families to the natural world. Concord Evaluation Group will be responsible for conducting formative and summative evaluation of the project. The summative evaluation is designed to measure project impacts with respect to change in behavior and attitudes, as well as science learning. The results of the evaluation will inform the curriculum for the current and future seasons of LOOP and contribute to the growing knowledge base of how media can effectively promote and teach substantive science to the young.
DATE: -
TEAM MEMBERS: Marisa Wolsky Kate Taylor
resource project Media and Technology
WGBH is producing Seasons II and III of ZOOM, a television series featuring kids that gives viewers in the 8- to 11-year-old range a chance to explore, experiment, and share their creativity with the world. Each season would consist of 40, daily, half-hour shows -- each including a number of science and/or mathematics segments. A unique aspect of ZOOM is that every idea and activity on the show comes from a child who writes or e-mails the show and who is credited on-air for his or her contribution. Production staff and a working group of advisors with expertise in science and math education take these raw ideas and develop them into program segments and outreach projects designed to encourage "habits of mind" -- a set of problem-solving skills and dispositions toward science and math that has been developed in concert with the advisors. Three over-arching science and math-based themes also guide the way science and math are presented over the course of a season. Outreach for Seasons II and III will build on the solid base of outreach developed for Season I, and will consist of: ZOOMerang: Every child who communicates with ZOOM will get something back such as a compilation of science and math activities, jokes, poems, recipes and a series update. ClubZOOM: A set of standards-based science and math activities will be developed along with guidance for how to create after-school clubs. This effort will be pilot tested at 20 sites. ZOOMzones: These are areas in science-technology centers and museums that are devoted to ZOOM and include opportunities for youth and families to interact with science and math content featured on ZOOM. Ten pilot ZOOMzone sites were developed for Season I (from 80 applications). The number of ZOOMzones will be increased and continuing support will be offered to existing sites during Seasons II and III. ZOOMdays: During Season III, WGBH will develop ZOOMdays at shopping malls to reach youth who may not have access to ZOOMzones or ClubZOOM. ZOOMweb site: This web site provides an outreach extension to the TV series by collecting and sharing submissions; illustrating and producing science and math activities; creating a ZOOM community; providing research links to other sites; and aiding adults who are interested in furthering ZOOM's science and math activities in their homes, classrooms, museums and after-school programs.
DATE: -
TEAM MEMBERS: Brigid Sullivan Kate Taylor