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resource project Media and Technology
The Boonshoft Museum of Discovery/Discovery Zoo in Dayton, OH has developed and implemented a new, permanent exhibition featuring NOAA's Science on a Sphere. The exhibition builds environmental literacy among public visitors, K-12 students, and the myriad of groups that the Museum reaches. A signifi cant portion of the audience is from underrepresented groups. A special display within the exhibition focuses on the Mississippi Watershed and how it is related to the health of the oceans. The exhibition also includes three interactive stations where visitors can engage in hands-on activities related to NOAA datasets.
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TEAM MEMBERS: Susan Pion
resource project Media and Technology
The Smithsonian National Zoological Park (SNZP) in Washington, DC is integrating the NOAA Science on a Sphere(SOS) spherical display system into SNZP's Amazonia Science Gallery (ASG). The SOS system at ASG will be seen in person by tens of thousands of visitors each year and potentially by millions more through electronic outreach programs. The SOS system will become an integral part of the exhibit and will be used for both informal and formal science education programs at the National Zoo.
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TEAM MEMBERS: Miles Roberts
resource project Media and Technology
The Aquarium of the Pacific is creating an immersive exhibit for exploring the role of the ocean in climate change and its responses under different scenarios. The center of the experience is NOAA's Science On a Sphere (SOS), a proven platform for displaying a rich variety of earth system datasets that reveal global and large scale region processes and phenomena that are easily grasped by the general public. Combining SOS with a system of linked plasma screens allows additional local and regional stories that bring global messages down to a more personal level. Two programs are being developed initially focusing on: (1) implications of sea level rise, and (2) marine ecosystems. Both explore how the vulnerability of systems can be reduced and their resiliency enhanced through mitigation and adaptation.
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TEAM MEMBERS: Jerry Schubel
resource project Media and Technology
Through the Planet Earth Decision Theater project, the Science Museum of Minnesota and its partners will upgrade the museums current SOS exhibit with new SOS learning experiences, produce for the SOS community a new SOS film about the role of humans as the dominant agents of global change and two new presenter-led SOS programs based on the film with one version utilizing an audience feedback mechanism called iClickers. SMM also will complement its Planet Earth Decision Theater and the Maryland Science Center s SOS exhibit with the addition of Rain Table (a new interactive scientific visualization platform) at both locations to further reinforce the Anthropocene messages of the new SOS film and programs. SMM will conduct extensive evaluations of the new SOS film, programs and Rain Tables. SMM s partners on this project include the NOAA Environmental Visualization Lab, University of Minnesota's National Center for Earth-surface Dynamics, University of Minnesota's Antarctic Geospatial Information Center, University of Minnesota's Institute on the Environment, Maryland Science Center, Oregon Museum of Science and Industry, Institute for Learning Innovation, George Mason University s Center for Climate Change Communication, and the Electronic Visualization Laboratory at University of Illinois-Chicago.
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TEAM MEMBERS: Patrick Hamilton
resource project Media and Technology
The Miami Science Museum, in collaboration with Ideum and the Institute for Learning Innovation, is designing and developing an interactive multi-user exhibit that allows visitors to explore the global dimensions and local impacts of climate change. The exhibit will raise public understanding about the underlying science, the human causes, and the potential impacts of climate change by combining the attraction of a 4-foot spherical display with a user-controlled interface that lets visitors control the sphere and choose from a range of global and local content they wish to explore. A particular focus is on climate-related impacts on coastal communities, including the dangers posed by rising sea level and the possibility of more intense hurricanes. The project emphasizes engagement of diverse, multigenerational audiences through development of an interface that is fully bilingual and that promotes social interaction. The open-source learning module will be adaptable by other museums, to explore climate impacts specific to their region.
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TEAM MEMBERS: Jennifer Santer
resource project Media and Technology
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
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TEAM MEMBERS: Mary Miller
resource evaluation Media and Technology
The summative evaluation focuses on two project components: (1) an IMAX® Dome film, titled Coral Reef Adventure, and (2) an associated interactive exhibit, titled Weird, Wild and Underwater, intended to be displayed in museum and science center lobbies. The general goals for the summative evaluation study were to assess the appeal of "Coral Reef Adventure" film and the lobby exhibit; acquisition of scientific knowledge and understanding as related to the project’s learning goals and understanding of film topics; and the impact that the exhibit has on viewers of the film. A separate-sample
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TEAM MEMBERS: Arthur Johnson
resource research Media and Technology
The aim of the study was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context. The 146 participants were 11- to 13-year-old Finnish pupils visiting a science centre exhibition. The data, which consisted of both cognitive tasks and self-report questionnaires, were collected using a pre- post-test design and were analysed by SEM path-analysis. The results showed that AR-technology experience was beneficial for all, but especially for the lowest-achieving group and for the girls. In general, pre
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TEAM MEMBERS: Hannu Salmi Helena Thuneberg Mari-Pauliina Vainikainen
resource project Media and Technology
C-RISE will create a replicable, customizable model for supporting citizen engagement with scientific data and reasoning to increase community resiliency under conditions of sea level rise and storm surge. Working with NOAA partners, we will design, pilot, and deliver interactive digital learning experiences that use the best available NOAA data and tools to engage participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and predicted changes for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through real-world planning challenges developed with our city and government partners in Portland and South Portland, Maine. Over the course of the project, thousands of citizens from nearby neighborhoods and middle school students from across Maine’s sixteen counties, will engage with scientific data and forecasts specific to Portland Harbor—Maine’s largest seaport and the second largest oil port on the east coast. Interactive learning experiences for both audiences will be delivered through GMRI’s Cohen Center for Interactive Learning—a state-of-the-art exhibit space—in the context of facilitated conversations designed to emphasize how scientific reasoning is an essential tool for addressing real and pressing community and environmental issues. The learning experiences will also be available through a public web portal, giving all area residents access to the data and forecasts. The C-RISE web portal will be available to other coastal communities with guidance for loading locally relevant NOAA data into the learning experience. An accompanying guide will support community leaders and educators to embed the interactive learning experiences effectively into community conversations around resiliency. This project is aligned with NOAA’s Education Strategic Plan 2015-2035 by forwarding environmental literacy and using emerging technologies.
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TEAM MEMBERS: Leigh Peake
resource research Media and Technology
Computational social science represents an interdisciplinary approach to the study of reality based on advanced computer tools. From economics to political science, from journalism to sociology, digital approaches and techniques for the analysis and management of large quantities of data have now been adopted in several disciplines. The papers in this JCOM commentary focus on the use of such approaches and techniques in the research on science communication. As the papers point out, the most significant advantages of a computational approach in this sector include the chance to open up a range
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TEAM MEMBERS: Nico Pitrelli
resource research Media and Technology
Research in the field of science communication started emerging about 50 years ago and has since then matured as a field of academic enquiry. Early findings about research-active authors and countries reveal that scholarly activity in the field has traditionally been dominated by male authors from English-speaking countries in the West. The current study is a systematic, bibliographic analysis of a full sample of research papers that were published in the three most prominent journals in the field from 1979 to 2016. The findings reveal that early inequities remain prevalent, but also that
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TEAM MEMBERS: Lars Guenther Marina Joubert
resource research Media and Technology
Given the importance of learning to economic and life success, this review seeks to broaden the conception of learning beyond traditional formal education. Learning occurs every day in many ways and in a range of settings. This broad scope of learning--termed "informal learning"--is increasingly important in the rapidly changing knowledge economy. As such, in this review paper, we examine the different types of informal learning, their opportunities and challenges, and their issues of access and equity. Spanning multiple disciplines, e draw particular attention to the workplace and adult
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TEAM MEMBERS: Michelle Van Noy Heather James Crystal Bedley