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resource project Professional Development, Conferences, and Networks
The Museum of Science (MOS) seeks to establish a Network, a national infrastructure designed to foster public awareness, engagement and understanding of nanoscale science and engineering (NSE). As part of this undertaking, MOS will create a set of interactive, media-based and discourse-based educational productes based on NSE; generate new knowledge about design for learning and produce a sustainable network that involves inromal educators and researchers. Core partners are the Exploratorium and the Science Museum of Minnesota (SMM). This project will establish for the first-time an open national network that links science centers across the nation, focusing for this award on the development and delivery of exhibits and programs addressing the interdisciplinary content areas of NSE. In addition, the Network will establish ties and collaborative relationships with university-based NSE research centers, including MRSEC's and NSEC's. An educational research and development component will address the challenges of public understanding of a difficult-to-grasp emerging field. Project deliverables will be created primarily at three sites. The Center for NISE Research at the Exploratorium will collect, develop and disseminate knowledge about how to communicate to target audiences. The NISE Center for Public Engagement at MOS will develop a network media framework for dissemination to other science centers, network radio (with WBUR), and produce forums for dialogue and deliberation with adult audiences. The NISE Center for Exhibit and Program Production and Dissemination at SMM will develop interactive exhibits, exhibition packages for distribution, and immersive media environments programs. Development of deliverables will involve the following science-technology center partners: Oregon Museum of Science and Industry (OMSI), OR; New York Hall of Science, NY; Fort Worth Museum of Science and History, TX; Museum of Life and Science, NC; Sciencenter, NY; and Association of Science-Technology Centers (ASTC). NSE research partners include Main Street Science, Cornell University; Materials Research Society; University of Wisconsin Madison, MRSEC Interdisciplinary Education Group; and Purdue University, Envision Center for Data Perceptualization. The resulting Network and the knowledge gained as a result of this project are intended to produce a dramatic improvement in the capacity of the science center field to engage and educate the public about NSE, both in quality and quantity. By Year Five, there are expected to be NSE exhibits and activities at some 100 sites across the nation. In addition, the NSE research community should gain a deeper appreciation of the role that science centers can play as intermediaries in conveying scientific research to the public.
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resource project Public Programs
In the Community Science Learning through Youth Astronomy Apprenticeships (YAA) project, underrepresented urban high school youths, working with recent college grads, conducted astronomy investigations, then translated their personal learning and enthusiasm into outreach programs for younger children, families and community members in an astronomy and space science program. Science education centers at Massachusetts Institute of Technology and Smithsonian Astrophysical Observatory, Boston community-based after school centers and the Institute for Learning Innovation collaborated.
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TEAM MEMBERS: Irene Porro Mary Dussault Susan O'Connor John Belcher
resource project Media and Technology
In this Communicating Research to Public Audiences project, the University of Colorado at Boulder -- in partnership with the University of Colorado Museum of Natural History, the City of Boulder Open Space and Mountain Parks, and the CU-Boulder Office of Diversity, Equity and Community Engagement -- is building on the work they have done via their NSF research award, A Meta-Design Framework for Participative Software Systems, in which they have been developing participative software systems (PPS) and applications of the framework. Community of Soundscapes will employ newly developed mobile computing and collaborative mapping technology in programs that help users gain greater insights and stake into the shared environment in which they live and visit. Sound Camera, a digital recording device outfitted with GPS mapping software, allows users to collect audio clips of their sonic experiences as they explore their cities, parks and other environments and upload them online onto a digital map through a Web 2.0 application. They can then compose, annotate, and share soundscapes of the places where the sounds were recorded. A Web site will be developed to expand the project's reach to audiences not in the Boulder programs. Professional development training will be provided for collaborators and through the Colorado Alliance for Environmental Education. The educational goals are to promote literacy of PSS and engage the public in personally meaningful activities that benefit environmental education (cognitive goal) and expand environmental awareness (affective goal). The project work and its evaluation processes (by Wells Resources, Inc.) are intended to advance the field of informal science education with respect to PSS and to study how these new technologies might affect shifts in the kinds of experiences various audiences prefer to have.
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TEAM MEMBERS: Gerhard Fischer Elisa Giaccardi Gerhard Fischer
resource project Professional Development, Conferences, and Networks
Rhode Island Information Technology Experiences for Students and Teachers (RI-ITEST) is a comprehensive ITEST project for high school students and teachers. The goal of RI-ITEST is to prepare students from diverse backgrounds for careers in information technologies by engaging them in exciting, inquiry-based learning activities that use sophisticated computational models in support of a revolutionary science curriculum. It advances science education by enhancing the Physics First initiative in Rhode Island through the use of NSF funded student materials based on molecular modeling and promotes IT education by teaching modeling skills and providing students with career and vocational information on the use of computational models. The project provides over 120 hours of credit-bearing activities for 100 teachers and full support for classroom implementation. RI-ITEST is developing an optimal placement of the interactive materials from CC's Science of Atoms and Molecules project in the Physics First courses in Rhode Island; developing IT materials that are coordinated with the student materials that emphasize modeling skills and the career and vocational dimensions of computational modeling; preparing100 diverse Rhode Island science teachers in two cohorts to offer a course in the Physics-Chemistry-Biology sequence; developing materials and supports for using molecular dynamics and related IT materials for teachers in Rhode Island and elsewhere who are not ITEST participants; generating evidence for the effectiveness of the IT-enhanced project materials for increasing student learning and changing student attitudes about science, mathematics, and technology careers; reaching parents, guidance counselors, school administrators, and business partners with information about the project, student productions, and evidence for effectiveness; disseminating materials and findings to other teachers, programs, and districts nationwide.
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TEAM MEMBERS: Daniel Damelin Gerald Kowaiczyk James Magyar
resource project Professional Development, Conferences, and Networks
The Nanoscale Science and Engineering Education (NSEE) Center for Learning and Teaching (NCLT) would focus on the research and development of nano-science instructional resources for grades 7-16, related professional development opportunities for 7-12 teachers, and programs infused with nano-science content for education doctoral students. The Center would bring together educators and scientists from several areas of nano-science and engineering research to collaborate with science teachers and doctoral candidates in education on both the development of the resources and research on their efficacy. The PI has prior experience as director of the Materials World Modules project, an NSF-funded curriculum currently in use in several secondary schools across the country. Lead partners in the proposed Center are Northwestern University, Purdue University, University of Michigan, University of Illinois at Chicago and University of Illinois at Urbana-Champaign. Additional partners include Argonne National Laboratory, West Point Military Academy, Alabama A & M University, Fisk University, Hampton University, Morehouse College and University of Texas at El Paso. The additional partners will widen the geographic range of the project, expanding opportunities to reach a diverse and currently underrepresented population of graduate students, teachers and ultimately students. STEM and Education faculty and researchers from the partner institutions would participate in interdisciplinary teams to address the Center's mission: Provide national education leadership and resources for advancing NSEE Create and implement professional development programs in NSEE Use innovative ideas in learning to design instructional materials for grades 7-16 Conduct research relating to integration of NSEE into science, technology, engineering and mathematics (STEM) education.
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TEAM MEMBERS: R. P. H. Chang Thomas Mason Ncholas Giordano Joseph Krajcik
resource project Professional Development, Conferences, and Networks
The Association of Science-Technology Centers, the Institute for Learning Innovation, University of Pittsburgh Center for Learning in Out-of-School Environments, the Visitor Studies Association and other collaborators stewarded development of an Informal Science Education Resource Center (ISERC) to support ongoing improvement of the national infrastructure for informal science education. Activities included a clearinghouse for ISE-funded awards to enable others to learn from and build upon prior work, identification of practices and findings, and leadership development, with emphasis on increasing diversity in the field.
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resource project Media and Technology
Red Hills Studios proposes to design and develop BioArcade, a suite of online biology games for youth ages 9 to 13. Unique to the field of educational games is the specialized and innovative modding feature that Red Hills Studio will develop. Modding will allow learners to create their own customized versions of BioArcade games for dissemination to other learners. BioArcade games are intended to encourage extended game play and motivation for learning key biology concepts through exciting interactive game modules developed by a leading group of game developers and science content experts. The underlying educational and scientific framework for BioArcade will be developed collaboratively with Co-PI, Dr. Janis Cannon-Bowers at the University of Central Florida and Roger Bybee at the Biological Sciences Curriculum Study (BSCS), along with the projects Scientific and Design Advisory Boards. The project will rigorously evaluate modding as a potential new approach in game design. The modding innovation will be studied in a three-condition randomized controlled trial to determine its effectiveness in promoting deep exploration of scientific concepts and increased knowledge gain. Results of the study will be disseminated to the informal learning community through peer-reviewed educational journals, papers, and presentations at science education and game conferences. Extensive formative and summative evaluations, conducted by Knight Williams Research Communications, will provide valuable insight and assessment of the game design approach for science content learning in informal venues. BioArcade will be widely disseminated daily to millions of young learners online through PBSKids: www.pbskids.org/
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TEAM MEMBERS: Robert Hone Janis Cannon-Bowers
resource project Exhibitions
This Communicating Research to Public Audiences project is based on current NSF-funded research, BCS-0342661, a study that is modeling the demographic collapse that occurred in the Hohokam region of southern Arizona between A.D. 1300 and 1450. The Center for Desert Archaeology in Tucson, AZ is partnering with the Pueblo Grande Museum (PGM), operated by the City of Phoenix, and the Huhugam Heritage Center (HHC), operated by the Gila River Indian Community in Chandler, AZ. The primary deliverable of the 24-month project is the development of a 700 sq. ft. traveling exhibit that provides visitors with experiences related to how archaeologists research questions such as, how to date pre-historic populations, how to estimate the numbers of people in these populations, how to determine their migration patterns, and how to model the decline of their numbers and "coalescence." The exhibit is based CDA's research philosophy of practicing "preservation archaeology" that uses methods that avoid or limit the disturbance of exiting archaeological sites. The exhibit, being designed and fabricated by PGM staff, incorporates some of the latest innovations in computer animation and GIS that help scientists approach these questions. CDA will create a special section of its website devoted to the research and exhibit, along with an exhibit guide and a special issue of its Archaeology Southwest magazine. The project is positioned also as a vehicle for stimulating continued conversations between archaeologists and Native American peoples.
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TEAM MEMBERS: J. Brett Hill Patrick Lyons
resource project Media and Technology
WGBH is requesting funds to produce a four-hour NOVA television special with accompanying Web and outreach activities about the pervasive role of materials in our lives. The overarching goals of the project are to: 1) enhance public engagement in and understanding of materials science, including appreciation of its effects on society; 2) promote collaboration among educators, scientists and community-based organizations to reach a broad audience; and 3) create effective methods of expanding informal science learning that can be evaluated for their lasting impact on the field. The mini-series, "STUFF: The Materials that Shape our World," will offer an appreciation of the human and scientific factors that drive innovation in materials science, from ancient breakthroughs to today's explosion of biological and nanomaterials. The four episodes, themed around "Stronger," "Smaller," "Smarter" and "Cleaner" will provide a clear focus on the interdisciplinary nature of materials science and showcase dramatic stories of past inventions and exciting new discoveries. The NOVA team in association with the Materials Research Society (MRS) will produce the series. The "STUFF" series is anticipated to be broadcast on PBS in the fall of 2008. WGBH and MRS will work with local PBS stations to train local scientists in public outreach. Multimedia Research will conduct formative evaluation of the project components, and Goodman Research Group will conduct summative evaluation of both the series and the outreach efforts.
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TEAM MEMBERS: Paula Apsell Barbara Flagg
resource project Media and Technology
This project will create and study Kids' Survey Network as an exemplar of a new, replicable model of informal learning called an apprenticeship network. The project will develop the data literacy of future learners, workers, and citizens by empowering participants aged 11-14 to develop survey projects to address their own questions about local community issues. Research on the project will illuminate core questions relating to the design and potential impact of the apprenticeship network, including social and motivational dynamics, community and technology-based scaffolding, educational game genres, and conditions of effective use. The project deliverables include four components: (1) a web-based community of practice; (2) a common set of tools; (3) a suite of learning games and tutorials; and (4) structures for tiered, team-based advancement. Tertl Studios LLC and MIT's Education Arcade will develop the learning games, SRI International will conduct the evaluation, leading regional and national informal education organizations will provide test bed sites, and professional survey research organizations will provide technical and volunteer assistance.
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TEAM MEMBERS: Elizabeth Rowe Diana Nunnaley Christopher Hancock
resource project Media and Technology
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.
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TEAM MEMBERS: Kurt Squire
resource project Public Programs
BRIDGES: Build, Research, Invent, Design, Grow and Explore through Science The New York City Housing Authority (NYCHA) and the Salvadori Center partner in providing BRIDGES [Build, Research, Invent, Design, Grow and Explore through Science], an after-school program using investigations of the built environment to introduce and reinforce STEM concepts and skills. The program highlights engineering concepts and the design process through hands-on investigations of the built environment done in small groups (with an emphasis on collaborative learning). It is co-taught by Salvadori educators in partnership with NYCHA community center instructors. After an intensive 3-day institute to train NYCHA staff, Salvadori staff members meet weekly with the housing authority staff to provide coaching in facilitation skills and to co-teach projects on building scaled bridges, mapping neighborhoods, investigating tension and compression, and more. In subsequent years, NYCHA after-school instructors take over the teaching with on-going support/professional development from the Center. The target audience is young people 8-12 years old enrolled in after-school programs run by the New York City Housing Authority, who gain content understanding and self concept in terms of their attitude and interest in STEM learning. BRIDGES begins with 5 sites serving 150 children in its first year with five sites added annually. By Year 5, BRIDGES serves 625 children at 25 NYCHA community centers. In addition in Years 4 and 5, the project is disseminated in at least two municipalities outside of NYC. In all 775 youth and 60 after-school educators will be directly impacted by this new program. The strategic impact is to provide strategies and evidence of support necessary for effective scale up of this locally successful program and for bringing school-based materials associated with the project into the after-school time experience. A project book, summative evaluation by The After School Corporation (TASC), and a website will be shared with the field on line, through conference presentations, and publications. The Salvadori Center was founded by Dr. Mario Salvadori (1907-1997), Columbia Professor of Civil Engineering & Architecture, in collaboration with City College of New York Schools of Education and Architecture. Its mission is to stimulate and deepen young people's curiosity and knowledge about math, science, arts and the humanities by using the built environment as an entry point for learning. For over 20 years, the Center has offered research-based teacher development and support, including intensive training institutes, workshops and classroom mentoring programs focused on project-based learning. The Center has reached over 125,000 students in New York City public schools, and its books, videos, and construction kits have been distributed nationally and internationally. The Centers staff are all professionally trained architects, engineers, and science and fine arts teachers.
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TEAM MEMBERS: Leonisa Ardizzone