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resource project Media and Technology
The Strybing Arboretum and Botanical Gardens will link and integrate its digital geographic information system (GIS) to its plant collections database, making possible the creation of GIS-derived applications that will ultimately impact all areas of the museum's operations. Following the system integration, the institution will develop applications and train staff members on how to develop GIS-derived applications tailored to enhance the learning experiences of visitors and program participants. The integrated database will serve as a resource that will positively impact learning experiences for the gardeners who maintain the plant collections, visitors to the garden, participants in education programs, and people accessing information online. The project will also help demonstrate the potential of spatial data to benefit collections-management activities and public programming.
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TEAM MEMBERS: Steve Gensler
resource research Media and Technology
Naturalists act as our link between scientific knowledge and the public’s understanding of natural history and conservation efforts. In order for them to succeed, they need access to reference materials as well as up-to-date information (Mankin, Warner, & Anderson, 1999). Incorporating mobile technology (i.e. tablets) into naturalists’ endeavors in natural history and environmental education can be used as supportive and educational tools. My project investigated how newly trained naturalists used tablet technology while leading groups of children on nature hikes. I investigated naturalists’
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TEAM MEMBERS: Abuin Marishka Radzewich St. Clair Kristy Daniel (Halverson)
resource project Media and Technology
This project will bring STEM content knowledge to visitors to Cuyahoga Valley National Park via mobile device applications. Visitors will be able to use their mobile phones to access details about Park features (such as where they are in the park, what they are looking at, and where are related features), supporting just-in-time STEM learning. Cuyahoga Valley National Park receives around 2.5 million visitors every year and experiences multitudes of inquiries. Until this project, visitors were subjected to less than optimum signage for information and background about a given feature that may or may not be of interest to them. In this project, knowledge building information will be selected by the visitors and delivered to them with convenience and speed. The data base supporting this effort will provide the visitor with identification and the history of park features as well as more in depth knowledge building information while they are in the park and after the leave, providing a more holistic experience than is currently available. The investigators will build the system in parts, testing the feasibility at each stage and evaluating affective and cognitive outcomes of each portion. Research questions that will be addressed in the course of this project include: (1) What outcomes associated with use of this GPS-base system could inform future development and implementation? and (2) What contributions do these GPS-based mobile learning applications have on informal science learning as understood within the Six Strands of Informal Science Learning? It is expected knowledge generated in this project will stimulate additional programing for increasing efficacy and use in other widely ranging venues. If successful, it is easy to imagine how this STEM knowledge-building application could be extended for use in other venues across the country.
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TEAM MEMBERS: Richard Ferdig Ruoming Jin Patrick Lorch Annette Kratcoski
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.
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TEAM MEMBERS: Marisa Wolsky Kate Taylor
resource project Media and Technology
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston
resource project Media and Technology
The Missouri Botanical Garden and partners at Harvard University, Cornell University, and New York Botanical Garden will test new means of crowdsourcing to support the enhancement of content in the Biodiversity Heritage Library (BHL). The BHL is an international consortium of the world's leading natural history libraries that have collaborated to digitize the public domain literature documenting the world's biological diversity, resulting in the single, largest, open-licensed source of biodiversity literature. The project will demonstrate whether or not digital games are an effective tool for analyzing and improving digital outputs from optical character recognition and transcription. The anticipated benefits of gaming include improved access to content by providing richer and more accurate data; an extension of limited staff resources; and exposure of library content to communities who may not know about the collections otherwise.
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TEAM MEMBERS: Trish Rose-Sandler
resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison