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resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
This INSPIRE award is partially funded by the Cyber-Human Systems Program in the Division of Information and Intelligent Systems in the Directorate for Computer Science and Engineering, the Gravitational Physics Program in the Division of Physics in the Directorate for Mathematical and Physical Sciences, and the Office of Integrative Activities.

This innovative project will develop a citizen science system to support the Advanced Laser Interferometer Gravitational wave Observatory (aLIGO), the most complicated experiment ever undertaken in gravitational physics. Before the end of this decade it will open up the window of gravitational wave observations on the Universe. However, the high detector sensitivity needed for astrophysical discoveries makes aLIGO very susceptible to noncosmic artifacts and noise that must be identified and separated from cosmic signals. Teaching computers to identify and morphologically classify these artifacts in detector data is exceedingly difficult. Human eyesight is a proven tool for classification, but the aLIGO data streams from approximately 30,000 sensors and monitors easily overwhelm a single human. This research will address these problems by coupling human classification with a machine learning model that learns from the citizen scientists and also guides how information is provided to participants. A novel feature of this system will be its reliance on volunteers to discover new glitch classes, not just use existing ones. The project includes research on the human-centered computing aspects of this sociocomputational system, and thus can inspire future citizen science projects that do not merely exploit the labor of volunteers but engage them as partners in scientific discovery. Therefore, the project will have substantial educational benefits for the volunteers, who will gain a good understanding on how science works, and will be a part of the excitement of opening up a new window on the universe.

This is an innovative, interdisciplinary collaboration between the existing LIGO, at the time it is being technically enhanced, and Zooniverse, which has fielded a workable crowdsourcing model, currently involving over a million people on 30 projects. The work will help aLIGO to quickly identify noise and artifacts in the science data stream, separating out legitimate astrophysical events, and allowing those events to be distributed to other observatories for more detailed source identification and study. This project will also build and evaluate an interface between machine learning and human learning that will itself be an advance on current methods. It can be depicted as a loop: (1) By sifting through enormous amounts of aLIGO data, the citizen scientists will produce a robust "gold standard" glitch dataset that can be used to seed and train machine learning algorithms that will aid in the identification task. (2) The machine learning protocols that select and classify glitch events will be developed to maximize the potential of the citizen scientists by organizing and passing the data to them in more effective ways. The project will experiment with the task design and workflow organization (leveraging previous Zooniverse experience) to build a system that takes advantage of the distinctive strengths of the machines (ability to process large amounts of data systematically) and the humans (ability to identify patterns and spot discrepancies), and then using the model to enable high quality aLIGO detector characterization and gravitational wave searches
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TEAM MEMBERS: Vassiliki Kalogera Aggelos Katsaggelos Kevin Crowston Laura Trouille Joshua Smith Shane Larson Laura Whyte
resource project Media and Technology
In 2018, the Croucher Foundation conducted its third annual mapping exercise for the out-of-school STEM learning ecosystem in Hong Kong.

The study reveals a rich and vibrant ecosystem for out-of-school STEM in Hong Kong with over 3,000 discrete activities covering a very wide range of science disciplines. This third report indicates extremely rapid growth in available out-of-school STEM activities compared to 2016 and an even larger increase in the number of organisations offering out-of-school STEM activities in Hong Kong.

STEM educators are eager to foster long term collaboration with each other, and with schools. At the same time, good working practice by schools, teachers, STEM educators and institutions that involves and engages local communities was discovered, showing the diversified modes of connection which could enhance the sustainability of STEM ecosystem.

We trust that this three-year study with its associated digital maps, provides a useful resource for schools, teachers, students, parents, STEM educators and education policy makers in Hong Kong.
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TEAM MEMBERS: Siu Po Lee David Foster
resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences.

Twin Cities Public Television project on Gender Equitable Teaching Practices in Career and Technical Education Pathways for High School Girls is designed to help career and technical education educators and guidance counselors recruit and retain more high school girls from diverse backgrounds in science, technology, engineering and math (STEM) pathways, specifically in technology and engineering. The project's goals are: 1) To increase the number of high school girls, including ethnic minorities, recruited and retained in traditionally male -STEM pathways; 2) To enhance the teaching and coaching practices of Career and Technical Education educators, counselors and role models with gender equitable and culturally responsive strategies; 3) To research the impacts of strategies and role model experiences on girls' interest in STEM careers; 4) To evaluate the effectiveness of training in these strategies for educators, counselors and role models; and 5) To develop training that can easily be scaled up to reach a much larger audience. The research hypothesis is that girls will develop more positive STEM identities and interests when their educators employ research-based, gender-equitable and culturally responsive teaching practices enhanced with female STEM role models. Instructional modules and media-based online resources for Minnesota high school Career and Technical Education programs will be developed in the Twin Cities of Minneapolis and St. Paul and piloted in districts with strong community college and industry partnerships. Twin Cities Public Television will partner with STEM and gender equity researchers from St. Catherine University in St. Paul, the National Girls Collaborative, the University of Colorado-Boulder (CU-Boulder), the Minnesota Department of Education and the Minnesota State Colleges and Universities System.

The project will examine girls' personal experiences with equitable strategies embedded into classroom STEM content and complementary mentoring experiences, both live and video-based. It will explore how these experiences contribute to girls' STEM-related identity construction against gender-based stereotypes. It will also determine the extent girls' exposure to female STEM role models impact their Career and Technical Education studies and STEM career aspirations. The study will employ and examine short-form autobiographical videos created and shared by participating girls to gain insight into their STEM classroom and role model experiences. Empowering girls to respond to the ways their Career and Technical Education educators and guidance counselors guide them toward technology and engineering careers will provide a valuable perspective on educational practice and advance the STEM education field.
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TEAM MEMBERS: Rita Karl Brenda Britsch Siri Anderson
resource project Media and Technology
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Jordan Raddick
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource project Media and Technology
The Discovery Research K-12 program (DR-K12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. This project scales up the PBS NewsHour Student Reporting Labs (SRL), a model that trains teens to produce video reports on important STEM issues from a youth perspective. Participating schools receive a SRL journalism and digital media literacy curriculum, a mentor for students from a local PBS affiliate, professional development for educators, and support from the PBS NewsHour team. The production of news stories and student-oriented instruction in the classroom are designed to increase student learning of STEM content through student-centered inquiry and reflections on metacognition. Students will develop a deep understanding of the material to choose the best strategy to teach or tell the STEM story to others through digital media. Over the 4 years of the project, the model will be expanded from the current 70 schools to 150 in 40 states targeting schools with high populations of underrepresented youth. New components will be added to the model including STEM professional mentors and a social media and media analytics component. Project partners include local PBS stations, Project Lead the Way, and Share My Lesson educators.

The research study conducted by New Knowledge, LLC will add new knowledge about the growing field of youth science journalism and digital media. Front-end evaluation will assess students' understanding of contemporary STEM issues by deploying a web-based survey to crowd-source youth reactions, interest, questions, and thoughts about current science issues. A subset of questions will explore students' tendencies to pass newly-acquired information to members of the larger social networks. Formative evaluation will include qualitative and quantitative studies of multiple stakeholders at the Student Reporting Labs to refine the implementation of the program. Summative evaluation will track learning outcomes/changes such as: How does student reporting on STEM news increase their STEM literacy competencies? How does it affect their interest in STEM careers? Which strategies are most effective with underrepresented students? How do youth communicate with each other about science content, informing news media best practices? The research team will use data from pre/post and post-delayed surveys taken by 1700 students in the STEM Student Reporting Labs and 1700 from control groups. In addition, interviews with teachers will assess the curriculum and impressions of student engagement.
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TEAM MEMBERS: Leah Clapman
resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by developing a suite of digital tools designed to support positive messaging around skill-based education and careers and to improve mentors' communication with middle school-aged youth mentees. Maintaining U.S. economic advantage requires attracting talent to high-growth, high-demand skill-based, STEM-related careers that are traditionally attained through Career and Technical Education (CTE). Replacing old negative perceptions with new, more accurate messages about CTE and then reaching youth with these messages before high school is essential. Career-focused mentoring is a vehicle for delivering these messages and supporting youth exploration of CTE as a possible path for their own lives. Investigators will explore the hypothesis that through strong connections between those best positioned to articulate industry needs (mentors) and those most receptive to filling that need (mentees), this project will improve youth awareness and interest in CTE and the rewarding careers that are available to them. Research and development activities will be carried out collaboratively in informal learning environments in Boston and New York City that serve middle school-aged youth from underrepresented communities, through career-focused mentoring programs. The project team, led by media producers of the WGBH Education Foundation, includes market researchers and communications strategists at Global Strategy Group, learning scientists at Education Development Center, and mentorship program partners at SkillsUSA, Learning for Life's Middle School Explorer Clubs, and Boy Scouts of America's Scoutreach. If promising, the career-focused mentoring programs of SkillsUSA, Learning for Life, and Boy Scouts of America will incorporate the messaging roadmap and digital tools to support their mentoring curricula, which impact greater than one million youth in each year.

In the first phase of research, investigators will study perceptions of STEM-focused CTE from a nationwide sample of 800 middle school-aged youth and 30 mentors from skill-based STEM industries. In the second phase, investigators will work with six program leaders and 30 mentors from SkillsUSA, Explorer Clubs, Scoutreach, and other mentoring programs to document the needs of mentors for support as they enter into the mentoring process. The third phase will engage mentorship program leaders and 36 mentors in the iterative development of a suite of digital tools that would support positive messaging around skill-based education and careers and that would improve mentors' communication with youth mentees. In addition, a pre-post mentorship program pilot study will explore the promise of the digital tools for effectively supporting mentor-mentee communications that improve youth awareness and interest in STEM-focused CTE and skill-based, STEM-related careers. Thirty six mentors and 288 of their youth mentees will participate in the pilot study. Data sources for research include interviews and surveys of program leaders, mentors, and mentees, as well as tracking mentor activity within the online digital tool environment. This research would advance knowledge of how mentors influence disadvantaged youth perceptions of and interest in CTE and skill-based, STEM career pathways, in which there is currently little evidence as to how mentor preparation shapes ability to positively impact youth outcomes. Major outcomes will include a) deeper understandings of youth and mentor perceptions of CTE and mentors' needs for supporting their work with mentees, b) a messaging roadmap and digital tools that prepare mentors for their work with middle school youth, and c) empirical findings regarding the potential of the digital tools for effectively supporting mentor-mentee communications that improve youth's awareness and interest in CTE and skill-based, STEM-related careers. Outcomes will be shared widely to research, education, and industry communities, locally and nationally, through social media, partner networks, conference presentations, and research publications. An advisory board will provide independent review on the project activities.
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TEAM MEMBERS: Marisa Wolsky Hillary Wells
resource research Media and Technology
Access to high quality evaluation results is essential for science communicators to identify negative patterns of audience response and improve outcomes. However, there are many good reasons why robust evaluation linked is not routinely conducted and linked to science communication practice. This essay begins by identifying some of the common challenges that explain this gap between evaluation evidence and practice. Automating evaluation processes through new technologies is then explicated as one solution to these challenges, capable of yielding accurate real-time results that can directly
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TEAM MEMBERS: Eric Jensen
resource research Media and Technology
Since 2000, the UK government has funded surveys aimed at understanding the UK public's attitudes toward science, scientists, and science policy. Known as the Public Attitudes to Science series, these surveys and their predecessors have long been used in UK science communication policy, practice, and scholarship as a source of authoritative knowledge about science-related attitudes and behaviors. Given their importance and the significant public funding investment they represent, detailed academic scrutiny of the studies is needed. In this essay, we critically review the most recently
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TEAM MEMBERS: Eric Jensen David Wright
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper