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dc.contributor.authorHinde, Katie
dc.contributor.authorKarlsson, Elinor K
dc.date2022-08-11T08:09:59.000
dc.date.accessioned2022-08-23T16:51:06Z
dc.date.available2022-08-23T16:51:06Z
dc.date.issued2021-02-22
dc.date.submitted2021-05-12
dc.identifier.citation<p>Hinde K, Amorim CEG, Brokaw AF, Burt N, Casillas MC, Chen A, Chestnut T, Connors PK, Dasari M, Ditelberg CF, Dietrick J, Drew J, Durgavich L, Easterling B, Henning C, Hilborn A, Karlsson EK, Kissel M, Kobylecky J, Krell J, Lee DN, Lesciotto KM, Lewton KL, Light JE, Martin J, Murphy A, Nickley W, Núñez-de la Mora A, Pellicer O, Pellicer V, Perry AM, Schuttler SG, Stone AC, Tanis B, Weber J, Wilson M, Willcocks E, Anderson CN. March Mammal Madness and the power of narrative in science outreach. Elife. 2021 Feb 22;10:e65066. doi: 10.7554/eLife.65066. PMID: 33616530; PMCID: PMC7899649. <a href="https://doi.org/10.7554/eLife.65066">Link to article on publisher's site</a></p>
dc.identifier.issn2050-084X (Linking)
dc.identifier.doi10.7554/eLife.65066
dc.identifier.pmid33616530
dc.identifier.urihttp://hdl.handle.net/20.500.14038/41795
dc.description<p>Full author list omitted for brevity. For the full list of authors, see article.</p>
dc.description.abstractMarch Mammal Madness is a science outreach project that, over the course of several weeks in March, reaches hundreds of thousands of people in the United States every year. We combine four approaches to science outreach - gamification, social media platforms, community event(s), and creative products - to run a simulated tournament in which 64 animals compete to become the tournament champion. While the encounters between the animals are hypothetical, the outcomes rely on empirical evidence from the scientific literature. Players select their favored combatants beforehand, and during the tournament scientists translate the academic literature into gripping "play-by-play" narration on social media. To date ~1100 scholarly works, covering almost 400 taxa, have been transformed into science stories. March Mammal Madness is most typically used by high-school educators teaching life sciences, and we estimate that our materials reached ~1% of high-school students in the United States in 2019. Here we document the intentional design, public engagement, and magnitude of reach of the project. We further explain how human psychological and cognitive adaptations for shared experiences, social learning, narrative, and imagery contribute to the widespread use of March Mammal Madness.
dc.language.isoen_US
dc.relation<p><a href="http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=pubmed&cmd=Retrieve&list_uids=33616530&dopt=Abstract">Link to Article in PubMed</a></p>
dc.rightsCopyright Hinde et al. This article is distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use and redistribution provided that the original author and source are credited.
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectanimal behavior
dc.subjectanimal ecology
dc.subjectecology
dc.subjecteducation
dc.subjectgenetics
dc.subjectgenomics
dc.subjecthuman
dc.subjectinformal learning
dc.subjectoutreach
dc.subjectperformance science
dc.subjectscience communication
dc.subjectBehavior and Ethology
dc.subjectCommunication
dc.subjectEcology and Evolutionary Biology
dc.subjectScience and Mathematics Education
dc.titleMarch Mammal Madness and the power of narrative in science outreach
dc.typeJournal Article
dc.source.journaltitleeLife
dc.source.volume10
dc.identifier.legacyfulltexthttps://escholarship.umassmed.edu/cgi/viewcontent.cgi?article=5628&amp;context=oapubs&amp;unstamped=1
dc.identifier.legacycoverpagehttps://escholarship.umassmed.edu/oapubs/4597
dc.identifier.contextkey22897434
refterms.dateFOA2022-08-23T16:51:07Z
html.description.abstract<p>March Mammal Madness is a science outreach project that, over the course of several weeks in March, reaches hundreds of thousands of people in the United States every year. We combine four approaches to science outreach - gamification, social media platforms, community event(s), and creative products - to run a simulated tournament in which 64 animals compete to become the tournament champion. While the encounters between the animals are hypothetical, the outcomes rely on empirical evidence from the scientific literature. Players select their favored combatants beforehand, and during the tournament scientists translate the academic literature into gripping "play-by-play" narration on social media. To date ~1100 scholarly works, covering almost 400 taxa, have been transformed into science stories. March Mammal Madness is most typically used by high-school educators teaching life sciences, and we estimate that our materials reached ~1% of high-school students in the United States in 2019. Here we document the intentional design, public engagement, and magnitude of reach of the project. We further explain how human psychological and cognitive adaptations for shared experiences, social learning, narrative, and imagery contribute to the widespread use of March Mammal Madness.</p>
dc.identifier.submissionpathoapubs/4597
dc.contributor.departmentProgram in Bioinformatics and Integrative Biology
dc.source.pagese65066


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Copyright Hinde et al. This article is distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use and redistribution provided that the original author and source are credited.
Except where otherwise noted, this item's license is described as Copyright Hinde et al. This article is distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use and redistribution provided that the original author and source are credited.