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resource research Media and Technology
With the acceleration and increasing complexity of macro-scale problems such as climate change, the need for scientists to ensure that their work is understood has become urgent. As citizens and recipients of public funds for research, scientists have an obligation to communicate their findings in ways many people can understand. However, developing translations that are broadly accessible without being “dumbed down” can be challenging. Fortunately, tenets of visual literacy, combined with narrative methods, can help to convey scientific knowledge with fidelity, while sustaining viewers’
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TEAM MEMBERS: Nickolay Hristov Carol Strohecker Louise Allen Martha Merson
resource research Media and Technology
Human-induced global change has triggered the sixth major extinction event on earth with profound consequences for humans and other species. A scientifically literate public is necessary to find and implement approaches to prevent or slow species loss. Creating science-inspired art can increase public understanding of the current anthropogenic biodiversity crisis and help people connect emotionally to difficult concepts. In spite of the pressure to avoid advocacy and emotion, there is a rich history of scientists who make art, as well as art–science collaborations resulting in provocative work
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TEAM MEMBERS: Jennifer Harrower Jennifer Parker Martha Merson
resource project Media and Technology
Explore the Science of Spring: A Live Media Event is an Innovations in Development project produced by the signature PBS series Nature. The new primetime series Spring LIVE (working title) will break the frame of a traditional documentary, letting viewers themselves explore the dramatic seasonal changes of spring through the immediacy of live television. On-camera hosts, scientists and naturalists in locations across the U.S., and scores of citizen scientists will use observation and scientific inquiry to explore the workings of nature during this season of rebirth. The unfolding stories of seasonal change will illuminate larger scientific insights--into the biodiversity of species in habitats, the interconnectedness of plants and animals in diverse ecosystems, the global phenomenon of species migration, and how spring "green-up" can be affected by environmental change--while inspiring appreciation for species conservation and habitat preservation. Spring LIVE is conceived as an ongoing series, with this inaugural season composed of three one-hour programs broadcast live on three consecutive nights, along with real-time interactions via Facebook. Reaching long-standing Nature viewers (2.5 million per episode), Spring LIVE will seek to turn mature adults and diverse families into citizen science doers, and leverage younger Nature online audiences through social media and community engagement in partnership with citizen science projects.

Spring LIVE will build public knowledge of and engagement in phenology and citizen science. The project will also conduct knowledge-building research on the effectiveness of Facebook as a science learning tool. It will experiment with eliciting audience participation via Facebook within the live shows to generate synchronous, second-screen thought and discussion. An exploratory study by Multimedia Research will look at the impact of this feature, addressing the question: To what extent and how does Facebook interactivity within live science shows impact adult engagement, learning and motivation? Spring LIVE will also engage multiple partners to expand reach and impact and build capacity in their fields. National partners include the National Park Service and Next Avenue; citizen science partners include Celebrate Urban Birds, National Phenology Network, Monarch Blitz, and SciStarter, among others. PBS stations will work with these organizations to involve diverse, intergenerational audiences in observation of nature and seasonal change. Project evaluation, implemented by Knight Williams Research Communications, will focus on the impact of live television on science learning, and the success of the integration of citizen science projects on air, online, and in communities. 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.

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: Fred Kaufman
resource evaluation Media and Technology
The Anthropologist is a film by Ironbound Films, Inc. that focuses on the impact of climate change on indigenous cultures around the world, through the lens of anthropologist Susie Crate and her daughter Katie. The goals of the film are to (1) Increase viewers’ knowledge of how climate change affects communities and cultures and help viewers understand how scientists are responding to these changes; (2) Inform viewers’ attitudes towards climate change and how it will affect communities around the world; (3) Motivate viewers to become actively involved in assisting people adversely affected by
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TEAM MEMBERS: Seth Kramer
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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.

This RAPID project was submitted in response to the NSF Dear Colleague letter (NSF 17-128) related to Hurricane Harvey along the Gulf Coast. The PBS NewsHour team will produce 9 stories for national distribution using multiple broadcast and online channels that will engage the public and increase their understanding of the science and engineering research being conducted to better predict and mitigate the impact of future storms. Hurricane Harvey was the first of several storms in 2017 that hit first Texas then Florida and the Caribbean creating unprecedented devastation. This project aims to help the public better understand the science behind storms, and how scientists and engineers are actively collecting data, developing new models, using new technologies, and studying the environmental recovery. The PBS NewsHour team has in place experienced science journalists, production facilities, and a distribution network that can quickly develop media stories based on the work of scientists and engineers in the field, many of whom are funded by NSF. The NewsHour has a strong track record of telling stories that are scientifically accurate yet highly engaging and understandable to a diverse audience. Researchers from several universities including Texas A&M, Rice University, and Norfolk State University are advising the NewsHour team and may also be featured in some of the media. The team will also use their existing collaboration with education researchers at New Knowledge, Inc. to seek audience feedback on proposed/produced media.

The potential audience reach of these stories is extensive. Stories that are broadcast on the nightly PBS NewsHour reach 1.6 million people. The NewsHour's website currently reaches 6 million while their YouTube channel has 40 million views. They have a growing audience of younger viewers who mainly get their news on social media channels such as ScienceScope and Apple News. EXTRA is another service offered just for teachers.
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TEAM MEMBERS: Patti Parson
resource evaluation Media and Technology
California Academy of Sciences contracted with Wendy Meluch of VisitorStudies.com to design and conduct an evaluation of the Habitat Earth planetarium show (HE) during winter/spring 2017. HE is a 30-minute show which features a pre-recorded movie-like section, and a live presentation. HE team members’ primary interests were to assess cognitive, affective and behavioral impacts of the show on audience members, and understand the roles and relative strengths of the live and pre-recorded segments of the program in manifesting those impacts. Findings of this study will inform development of the
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TEAM MEMBERS: Wendy Meluch
resource research Media and Technology
Digital Observation Technology Skills (DOTS) is a framework for integrating modern, mobile technology into outdoor, experiential science education. DOTS addresses longstanding tensions between modern technology and classical outdoor education by carefully selecting appropriate digital technology for educational purposes and by situating these tools in classical experiential pedagogy.
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TEAM MEMBERS: R. Justin Hougham Marc Nutter Caitlin Graham
resource project Media and Technology
Worldwide, four million people participate in geocaching--a game of discovering hidden treasures with GPS-enabled devices (including smart phones). Geocachers span all ages and tend to be interested in technology and the outdoors. To share information about the Montana Climate Assessment (MCA), an NSF-funded scientific report, Montana State University created a custom trackable geocaching coin featuring the MCA Website and logo. We then recruited volunteers to hide one coin in each of Montana’s 56 counties. Volunteer geocachers enthusiastically adopted all 56 counties, wrote blogs and social media posts about the coins, and engaged local Scout troops and schools. Other geocachers then found and circulated the coins while learning about Montana’s climate. One coin has traveled nearly 4,000 miles; several have visited other states and Canada. 95% of the volunteers said the project made them feel more connected to university research, and they told an average of seven other people about the project. Nearly all of the participants were unfamiliar with the Montana Climate Assessment prior to participating. The geocaching educational outreach project included several partnerships, including with Geocaching Headquarters in Seattle (a.k.a. “Groundspeak”); Cache Advance, Inc., an environmentally friendly outdoor gear company; and Gallatin Valley Geocachers. An advisory board of geocachers helped launch the project.
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TEAM MEMBERS: Suzi Taylor Ray Callaway M.J. Nehasil Cathy Whitlock
resource research Media and Technology
In this paper, we respond to the critiques presented by [Kahan, 2017]. Contrary to claims that the scientific consensus message did not significantly influence the key mediator and outcome variables in our model, we show that the experiment in [van der Linden et al., 2015] did in fact directly influence key beliefs about climate change. We also clarify that the Gateway Belief Model (GBM) is theoretically well-specified, empirically sound, and as hypothesized, the consensus message exerts a significant indirect influence on support for public action through the mediating variables. We support
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TEAM MEMBERS: Sander van der Linden Anthony Leiserowitz Edward Maibach
resource research Media and Technology
This paper analyzes data collected but not reported in the study featured in van der Linden, Leiserowitz, Feinberg, and Maibach [van der Linden et al., 2015]. VLFM report finding that a “scientific consensus” message “increased” experiment subjects' “key beliefs about climate change” and “in turn” their “support for public action” to mitigate it. However, VLFM fail to report that message-exposed subjects' “beliefs about climate change” and “support for public action” did not vary significantly, in statistical or practical terms, from those of a message-unexposed control group. The paper also
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TEAM MEMBERS: Dan Kahan
resource research Media and Technology
Research suggests non-experts associate different content with the terms “global warming” and “climate change.” We test this claim with Twitter content using supervised learning software to categorize tweets by topic and explore differences between content using “global warming” and “climate change” between 1 January 2012 and 31 March 2014. Twitter data were combined with temperature records to observe the extent to which temperature was associated with Twitter discussions. We then used two case studies to examine the relationship between extreme temperature events and Twitter content. Our
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TEAM MEMBERS: Sara Yeo Zachary Handlos Alexandra Karambelas Leona Yi-Fan Su Kathleen Rose Dominique Brossard Kyle Griffin
resource project Media and Technology
Glaciers around the world are undergoing dramatic changes. Many people, however, have a limited understanding of the scope of these changes because they are geographically distant and difficult to visualize. Although both digital learning tools and online scientific data repositories have greatly expanded over the last decade, there is currently no interface that brings the two together in a way that allows the public to explore these rapidly changing glacial environments. Therefore, to both improve public understanding and provide greater access to already existing resources, the project team will develop the Virtual Ice Explorer to encourage informal learning about glacial environments. This web application will feature an immersive virtual environment and display a suite of environmental data for an array of Earth's glacial systems. An interactive globe will allow users to select from a collection of sites ranging from polar regions to tropical latitudes. Each featured site will offer users an opportunity to interact with (1) a 3D rendering of the landscape; (2) a local map of the site; (3) historical and contemporary photographs of the site; (4) background information text describing the location, past research, and climate impacts; and (5) available environmental data. One of the most original features of the application will be its realistic, immersive 3D rendering of glacial landscapes by combining very high-resolution digital elevation models and satellite imagery with the application's built-in capabilities for immersive virtual environments. Although immersive environments often require expensive equipment, we are maximizing accessibility by developing the Virtual Ice Explorer to run in a web browser and function across various devices. Thus, the application will be available to anyone with internet access, and they can explore at their own pace.

As part of the successful development of Virtual Ice Explorer, the project team will create a platform for digital elevation models to be visualized and explored in 3D by users within the web application; curate digital elevation models, maps, images, text, and environmental data for inclusion in the web application for up to 11 geographically diverse glaciers/glacial landscapes; iteratively user-test the web application with project partners; and design the architecture of the system to readily scale to a larger collection of glaciers/glacial landscapes. To extend dissemination of the final products, the team has partnered with the U.S. Geologic Survey to showcase four benchmark glaciers in their long-term Glaciers and Climate project. In addition to improving understanding of glacier systems in informal learning environments, the project team will explore applications for spatial learning, employment of 3D environments for educational interventions, and use of Virtual Ice Explorer in formal learning environments. 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 also has support from the Office of Polar Programs.
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TEAM MEMBERS: Jason Cervenec Jesse Fox Julien Nicolas