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resource research Media and Technology
Despite new governmental initiatives aiming to engage the general public in policymaking related to nuclear energy, little is known about how expert stakeholders involved in the decision-making process perceive such activity. This study examines how a series of social, cognitive and communication factors influences expert stakeholders’ attitudes toward public participation in policy decisions related to nuclear energy. Specifically, using data from a survey of 557 experts identified through content analyses of public meeting records, we find that among those perceiving public opinion as being
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TEAM MEMBERS: Nan Li Leona Yi-Fan Su Xuan Liang Dominique Brossard Dietram Scheufele
resource project Media and Technology
The Mansfield Public School District will create an online game curriculum program titled GameOn: Digital Citizens for students in the 5th and 6th grades. Teachers and librarians in the school district will work together to create a series of online games and quests that will meet curriculum goals while also providing an outlet for students to explore ideas and principles of digital citizenship.
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TEAM MEMBERS: Linda Robinson
resource project Media and Technology
Lincoln Park Zoo will upgrade and make freely available ZooMonitor, a scientific data collection tool, which currently exists in a pilot version, for monitoring the behavior of animals in zoos and aquariums, . ZooMonitor will contain modules for tracking animal behavior and body condition and for conducting data analysis. The zoo will also integrate a platform for securely storing an institution's data. With these modifications, ZooMonitor will be rigorously tested by industry partners, translated for both Apple and Android devices, and made available for free public download. ZooMonitor will enable any zoo or aquarium, regardless of collection size, budget, or number of staff, to develop a routine monitoring program—improving the lives of hundreds of thousands of animals across the country and around the world.
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TEAM MEMBERS: Megan Ross
resource project Media and Technology
The Richmond Public Library will create The Richmond Digital Health Literacy Project to provide low-income residents with tools and skills needed to access online information to improve their health. Participants will learn how to gain access to digital reference materials, e-books, mobile library offerings, and other resources. The project will bring together groups of participants around the topic of health information to develop customized online health curricula, provide training to 180 low-income residents in digital health literacy, and supply free broadband and wireless antennae to public computer centers. These activities will enable participants to develop skills and access relevant digital content to improve the health and the overall quality of life of Richmond residents.
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TEAM MEMBERS: Katy Curl
resource project Media and Technology
This pathways project would refine and test a game based on the Kinect technology gaming tool to teach seismology concepts in an informal education setting and how they apply to phenomenon in other STEM fields. The game will be developed as a companion tool to the "Quake Catcher Network" a low-cost network of seismic sensors in schools, homes and offices world-wide and tie-ins with seismology programs such as the great California ShakeOut with a participant base of 8.6 million. The project design would select three new learning modules, chosen by a group of scientists and educators, to incorporate into the game and evaluate player experience and knowledge gain. The activities will be conducted at a partner test site, an aquarium, frequented by area youth 8 - 12 years old. The focus of the effort is to add to the knowledge of how gaming can be used effectively in informal learning environments The game places the player as a scientist, allowing the player to make decisions about seismic station deployment strategies following an earthquake, installing the sensors and monitoring incoming data. The game has levels of difficulty and players accrue points by acting swiftly and correctly. Learning goals for the project include making abstract math concepts understandable; involve participants in data collection and the process of scientific investigation, plus demonstrate how scientists and mathematicians use tools of their fields to address real-world issues.
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TEAM MEMBERS: Deborah Kilb
resource project Media and Technology
The University of Chicago's Yerkes Observatory, the National Radio Astronomy Observatory, the University of North Carolina, the Astronomical Society of the Pacific, and 4-H are collaborating to provide professional development to 180 4-H leaders and other informal science educators, and engage 1,400 middle school youth in using research-grade robotic telescopes and data analysis tools to explore the Universe. Youth participating in 4H-based out-of-school programs in Wisconsin, West Virginia and North Carolina are learning about the universe and preparing for STEM careers by conducting authentic astronomy research, completing astronomy-related hands-on modeling activities, interacting with astronomers and other professionals who are part of the Skynet Robotic Telescope Network, and interacting with other youth who part of the Skynet Junior Scholars virtual community. The project is innovative because it is providing a diverse community of 4-H youth (including sight- and hearing-challenged youth and those from underrepresented groups) with opportunities to use high-quality, remotely located, Internet-controlled telescopes to explore the heavens by surveying galaxies, tracking asteroids, monitoring variable stars, and learn about the nature and methods of science. Deliverables include (1) online access to optical and radio telescopes, data analysis tools, and professional astronomers, (2) an age-appropriate web-based interface for controlling remote telescopes, (3) inquiry-based standards-aligned instructional modules, (4) face-to-face and online professional development for 4-H leaders and informal science educators, (5) programming for youth in out-of-school clubs and clubs, (6) evaluation findings on the impacts of program activities on participants, and (7) research findings on how web-based interactions between youth and scientists can promote student interest in and preparedness for STEM careers. The evaluation plan is measuring the effectiveness of program activities in (1) increasing youths' knowledge, skills, interest, self-efficacy, and identity in science, including youth who are sight- and hearing-impaired, (2) increasing educators' competency in implementing inquiry-based instruction and their ability to interact with scientists, and (3) increasing the number of Skynet scientists who are involved in education and public outreach.
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TEAM MEMBERS: Richard Kron Suzanne Gurton Daniel Reichart Sue Ann Heatherly
resource project Media and Technology
StarTalk Radio will develop a highly innovative new genre of science radio that bridges the intersection between popular culture and science education. Host of the show and project PI is Dr. Neil deGrasse Tyson, renowned scientist, astrophysicist, popular science author and director of the Hayden Planetarium in New York City. The radio programs will combine comedy, references to pop culture, and public fascination with space science to reach an untapped audience for the informal science field--those who listen to commercial talk radio call-in shows. The STEM content will include astronomy, astrophysics, astrobiology, space exploration, earth system science, and associated technologies. Goals and intended outcomes of the project include increasing knowledge and interest of space science topics, and motivating audiences to pursue additional learning acitivities as the result of listening to the programs. This project builds on a previous SGER grant (#0852400) which produced 13 pilot programs and was evaluated by Multimedia Research. Project deliverables include 39 one-hour live call-in shows a year for a total of 117 shows over three years, a website, and a business strategy that projects making the radio programs self-sustaining. Dr. Tyson will be the host, and each program will include a celebrity guest who has a strong interest in science. The target audience for the show is the "blue collar intellectual" audience segment who listens to commercial talk radio, has a high school education or less and is in the 25-44 year old range. It is estimated that there will be one million listeners per week by the end of the project. People with disabilities (deaf and visually impaired) will have access to the products through captioning and other features on the website. Project partners include CBS Radio, CBS/AOL, and Discover Magazine. Formative evaluation of these new shows and website will be conducted by Multimedia Research. The Goodman Research Group (GRG) will conduct the summative evluation to assess the extent to which the project accomplishes the goals and specifically will gather and analyze data on the previously untappped and underserved audiences. The evaluation will examine the differences in impact on Science Novices and Science Enthusiasts, asking questions about how the programs increase awareness of scientific issues, and their effects on society and culture, as well as factual knowledge. Methods include multi-level, quasi-experimental, and longitudinal episode assessments. Potential impacts on the field of informal science education include opening up a new commercial radio audience for informal science learning, increasing knowledge about effective approaches to combining humor and science, and demonstrating an effective business model that results in a self-supporting show about science on commercial radio.
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TEAM MEMBERS: Neil deGrasse Tyson Barbara Flagg
resource evaluation Media and Technology
The Global Viewport project was an integrative collaboration between the Woods Hole Oceanographic Institution (WHOI) and. the New Bedford Oceanarium Corporation dba Ocean Explorium at New Bedford Seaport (hereafter, Ocean Explorium). The main thematic area that was addressed is Improving Public Earth System Science Literacy. A main objective of the Global Viewport project was to address Goal 1 of the GEO Education and Diversity Strategic Plan (2010-2015): “Advancing public literacy in Earth System Science.” For this evaluation the public interacted with spherical display content in an informal
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TEAM MEMBERS: Woods Hole Oceanographic Institution (WHOI) Meredith Emery
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
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TEAM MEMBERS: Rockman et al | Youth Radio Kristin Bass Julia Hazer
resource project Media and Technology
This Science Learning+ Planning Project will develop a prototype assessment tool (based on a mobile technology platform) to map STEM learning experiences across different learning ecologies (e.g. science centers, mass media, home environment) and to develop research questions and designs for a Phase 2 Science Learning+ proposal. The tool will focus on the impact of the learning ecologies on knowledge, interest, identity and reasoning rather than emphasize learning in a specific content area. The proposing team will develop and conduct a small scale usability study during the planning period, which will inform what is proposed in the Phase 2 research. A key focus of the planning period will be to identify and develop the theoretical constructs (i.e., outcomes) to be measured by the prototype App. As a starting point, the project will start with four of the six strands identified in Learning Science in Informal Environments (National Research Council, Bell et al., 2009): (1) interest triggered by a STEM experience; (2) understanding scientific knowledge; (3) engaging in scientific reasoning; and (4) identifying with the scientific enterprise. Discussion among the project partners during the planning process will revolve around how these strands should be measured in the Phase 2 research across ecologies. The measurement tool will assess the goal(s) that people set as they engage in STEM learning within each ecology and will measure the individuals' duration and level of engagement. The project will strive to utilize measures that: (1) are nonobtrusive; (2) are embedded in STEM experiences; (3) can be used across ecologies; (4) can be scaled for other ecologies than the ones examined in Phase 2 research; and (5) will be easy to use by researchers and practitioners.
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TEAM MEMBERS: Bradley Morris John Dunlosky Great Lakes Science Center University of Limerick IdeaStream (UK) Irish Independent newspaper
resource project Media and Technology
Young people's participation in informal STEM learning activities can contribute to their academic and career achievements, but these connections are infrequently explicitly recognized or cultivated. More systemic approaches to STEM education could allow for students' experiences of formal and informal STEM learning to be aligned, coordinated, and supported across learning contexts. This Science Learning+ planning project brings together stakeholders in two digital badge systems--one in the US and one in the UK--to plan for a study to identify the specific structural features of the systems that may allow for the alignment of learning objectives across institutions. Digital badge systems may offer an inventive solution to the challenge of connecting and building on youth's STEM-related experiences in multiple learning contexts. When part of a defined system, badges could be used to represent and communicate evidence of individual learning, as well as provide youth and educators with evidence-supported indicators for other activities in the system that might be interesting or valuable. Properly designed and supported badge systems could transmit critical information within a network of informal STEM programs and schools that (1) recognize context-dependent, interest-driven learning and (2) provide opportunities to explore those interests across multiple settings. This project advances the field of informal STEM learning in two ways. First, the project documents and analyzes the processes by which two small groups of informal science education organizations and schools negotiate the meaning and value of badges, as proxies for learning objectives, and how they decide to recognize badges awarded by other institutions. This process builds capacity within the target systems while also beginning to identify the institutional, cultural, and material capacity issues that facilitate or constrain the alignment process. Second, the project conducts a pilot study with a small number of youth in the US and UK to investigate factors associated with an individual youth's likelihood of: a) identifying badges of interest; b) connecting the activities of various badge systems to each other and to non-badging institutions, such as school or industry; c) determining which badges to pursue; and d) persisting in a particular badge pathway. Findings from this pilot study will help identify institution- and individual-level factors that might be associated with advancing student interest and progression in STEM fields. Deepening and validating the understanding of those factors and their relative impact on student experiences and outcomes will be the focus of investigations in future studies.
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TEAM MEMBERS: James Diamond New York City Hive Learning Network MOUSE DigitalMe Katherine McMillan
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