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resource project Public Programs
Many people with autism are unemployed and isolated because they do not have access to educational opportunities that support them in finding jobs that match their potential. This research seeks to empower adolescents with autism to seek out careers that are well-matched with their strengths and interests. Many people with autism are interested in computing, a marketable skill. This project builds from this interest by developing strategies to effectively engage teenagers with autism. Although people with autism share a diagnosis, each person is unique and has the capacity to become a visionary and transformer in society in their own way. Teenagers with autism will be invited to participate in a game design workshop hosted by an award-winning, not-for-profit Tech Kids Unlimited. Teenagers often enjoy learning how to design games and can learn many useful skills through design. During each workshop, teenagers will rate different teaching strategies using a picture-based survey developed in collaboration with people with autism. It is expected that teenagers with autism who have difficulty focusing to be most engaged by strategies that include multiple types of information (for example, pictures, text, and speech). The team also expects those who are more focused to be most engaged by strategies with fewer sources of information. By developing clear guidelines to help educators match their teaching styles to how different students learn, the project will help them engage youth more effectively. Through an iterative process, the team will revise the game design workshop to make it more engaging for people with different types of autism. New groups of teenagers with autism will participate in improved game design workshops that include an internship in a technology company. An important outcome is to understand which strategies are engaging for young people with autism that help them develop the belief in their skills needed to seek out fulfilling careers. This award is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

This Research in Service to Practice project has the following aims: 1) Identify evidence-based strategies to engage youth with autism spectrum disorder (ASD) in informal STEM learning opportunities that are well matched to their attentional profiles, 2) Determine if engaging youth with ASD in informal STEM learning opportunities increases their STEM self-efficacy, and 3) Determine if engagement with STEM internship activities is associated with increased interest in STEM careers and career decision-making self-efficacy. Principles of Universal Design (UD) and Mayer's principles of effective multimedia instruction are frameworks employed to identify instructional strategies that are emotionally engaging for youth with diverse attentional profiles. The degree to which attentional differences contribute to different patterns of emotional engagement with informal STEM learning will be investigated. Guided by assessments of youth's engagement with different learning opportunities, 'diversity blueprints' or specific instructional strategies that help youth with diverse attentional profiles engage will be developed. After identifying strategies to engage neurodivergent (neurologically diverse) youth in informal STEM learning opportunities, the extent to which these strategies generalize to STEM internship sites will be explored. The team will study potential specificity of the types of contexts that promote different types of self-efficacy, with engagement with extracurricular STEM learning opportunities expected to preferentially target STEM self-efficacy while engagement with internships targets career decision-making self-efficacy. Although UD is often endorsed to promote STEM learning among students with disabilities, the proposed research would be the first iterative adaptation of instructional strategies designed to engage neurodivergent teens in informal STEM learning guided by a systematic analysis of how they engage with and feel about instructional strategies. Project deliverables include workshops for local after-school program providers, publications, a project website, and a multimodal guide of the process of developing 'diversity blueprints' and how to apply them for informal STEM educators and researchers.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Amy Hurst Katie Gillespie
resource project Exhibitions
Very little is known about the experiences of people with learning disabilities in informal learning environments such as science centers and museums. This project will describe the ways in which engagement and intrinsic motivation for learning are and are not supported for visitors with learning disabilities, and build capacity for informal STEM education practitioners to apply this learning for the benefit of those with learning disabilities as well as any visitor who needs more support in the context of self-directed learning. Broadening participation science, technology, engineering and math (STEM) is a core goal of the National Science Foundation and its Advancing Informal STEM Learning (AISL) program. This project pursues this goal with a focus on young people with learning disabilities. As the largest group of individuals with disabilities in the United States, people with learning disabilities make up an estimated 20% of the U.S. population. Science professions offer many life- and work-related opportunities for individuals with learning disabilities, and the flexible experiences of informal learning spaces offer important opportunities to promote participation, engagement in and motivation for science. This work represents the next generation of accessible design to broaden participation in, and impacts of, informal STEM learning opportunities. This project will generate guidelines and resources to support inclusive design for this group of visitors. Resources will include a Toolkit of Visual Assets that can be shared digitally and in print with youth with learning disabilities, informal STEM practitioners, and the learning disability research and practice community.

The project will develop empirical knowledge to support informal STEM practitioners to better facilitate the inclusion of youth with learning disabilities. Using the lens of Self-Determination Theory as an explanatory framework, this research will be pursued in three phases. Self-Determination Theory describes the psychological needs that must be met, such as autonomy and feelings of efficacy, to create an environment that supports individuals' engagement in self-motivated behaviors. Phase 1 will be an exploratory study describing the engagement and motivation of adolescents (ages 10-17) with learning disabilities when experiencing varied STEM exhibits. This first phase will adapt validated scales, employ an existing observation protocol, and conduct stimulated recall interviews with youth. Phase 2 will explore, develop and investigate design strategies to improve the intrinsic motivation of youth with learning disabilities at educational STEM exhibits. This second phase will involve a set of experimental studies in which design strategies related to intrinsic motivation are manipulated to inform principles of inclusive design for visitors with learning disabilities. As in the previous phase, Phase 2 will adapt validated scales and employ an existing observation protocol. Phase 3 will focus on design charrettes in which researchers and practitioners work with high school students with learning disabilities in a co-design process. The charrettes will generate guidelines and case examples of exhibit components using Universal Design for Learning to balance varying design priorities and effectively, inclusively design exhibits for this population. This third phase will rely on qualitative coding of co-design charette artifacts, field notes and researcher reflections; member checking will play an important role in the coding process. Dissemination efforts for this project will target youth with learning disabilities, informal STEM education practitioners, and the broader field of learning disability researchers and practitioners. In addition to the exhibit design guidelines and Toolkit described above, the project will publish peer reviewed articles and develop manuscripts aimed at educational research and practice.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This pilot and feasibility project addresses the needs of youth (ages 10-19) who are deaf or hard of hearing and use either English or American Sign Language as their preferred method of communication. The project will develop and study video stories from members of the STEM workforce who are deaf or hard of hearing. Youth will view these videos on the web at home or at an afterschool program. These stories will help the youth become aware of the range of STEM careers that are available and their potential to pursue and succeed in these occupations. One of the biggest challenges young persons who are deaf or hard of hearing face is not having role models who are members of the STEM workforce. Without these role models they are not aware of the possibility that they could work in these fields. Several studies indicate that seeing other people with disabilities having success in STEM boosts self-confidence. Exposure to deaf role models allows deaf student to identify with successful deaf people and consequently believe they themselves could accomplish goals they previously thought out of their reach. Project collaborators include Gallaudet University Regional Center, Northeast Deaf & Hard of Hearing Service, Boys & Girls Club of Lynn, MA, and Bridge Multimedia.

The project will advance knowledge in the field of deaf education in informal settings. The research questions are: 1) How do adolescents who are deaf or hard of hearing integrate and use digital versions of firsthand stories from members of the STEM workforce? 2) How do parents and club leaders make use of the stories? 3) What kind of outcomes are made possible by using the stories such as interest in STEM careers 4) What modifications and additional would improve the stories to make them more useful and effective? 5) What dissemination strategies would maximize story use? The project will do a formative evaluation of the pilot videos using a sample of 30 family groups and 10 boys? and girls? participants. Families will meet with researchers at one of the collaborating institutions (Gallaudet University Regional Center East, Northeast Deaf & Hard of Hearing Service or TERC) depending on where they live. The researcher will work with one family or adolescent at a time. They will view the videos on a computer while the researchers observe and record data. After viewing the videos, researchers will ask them questions about what they learned, what might be added, changed, or improved. They will be asked to look at the videos later on their home computers and do things such as select a STEM career for further research. Additional data collection will involve completing a post-use online survey for adolescents and their parents.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Judy Vesel
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Public Programs
Consideration of the needs of individuals with a wide range of disabilities is not always considered in the early design stages of an informal STEM learning (ISL) activity or program. The primary access approach for people with disabilities becomes the provision of accommodations once the ISL product or environment is created. In contrast, the Universal Design approach considers users with a wide range of characteristics throughout the design process and works to create products and environments that are accessible, usable, and inclusive. This project, called AccessISL, led by the University of Washington's DO-IT (Disabilities, Opportunities, Internetworking and Technology) Center and Museology Program, includes an academic museology program and local ISL sites, representing museums, zoos, aquariums, makerspaces, science centers, and other sites of informal STEM learning. Insights will be gained through the engagement of people with disabilities, museology graduate students and faculty, and ISL practitioners. The AccessISL project model, composed of a set of approaches and interventions, builds on existing research and theory in the fields of education science, change management, effective ISL practices, and inclusive design processes. The project will collect evidence of policies and practices (or lack thereof) that improve the inclusiveness of ISL with respect to a wide range of disabilities and considers approaches for the design and development of new strategies; explores what stakeholders need to make change happen; uncovers challenges to the adoption of inclusive practices in public ISL settings and explores ways to overcome them; and proposes relevant content that might be included in museology curriculum. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This project addresses the following two objectives:


For ISL personnel and museology faculty: to increase knowledge, skills, and actions to make ISL programs, facilities, courses, and resources more welcoming and accessible to participants with disabilities and embed relevant practices within their work.
For postsecondary STEM students with disabilities and museology students: to increase knowledge and skills in advocating for ISL offerings that are welcoming and accessible to everyone, including those with a wide variety of disabilities, and to encourage individuals with disabilities to pursue careers in ISL.


The project employs a student-centered approach and a set of practices that embrace the social model of disability, social justice education, disability as a diversity issue, intersectionality, and Universal Design. A leadership team of interns--each member a STEM student with a disability or a museology graduate student--along with project staff will engage with the University of Washington's Museology Program to identify and implement strategies for making ISL activities and courses more welcoming and accessible to individuals with disabilities. An online community of practice will be developed from project partners and others nationwide. A one-day capacity building institute will be held to include presentations, student/personnel panels for sharing project and related experiences, and group discussions to explore issues and further identify systemic changes to make ISL programs more welcoming and accessible to individuals with disabilities. As prototypes of the AccessISL Model are developed, evaluation activities will primarily be formative (looking for strengths and weaknesses) and remedial (identifying/implementing changes that could be made to improve the model). The model will continue to be fine-tuned through formative evaluation. Evaluation of the model components will focus on the experience of a range of stakeholders in the project. Specifically, quantitative data collected will include levels and quality of engagement, accessibility recommendations and products developed, and delivery of ISL services. Qualitative data will be collected through observations, surveys, focus groups, interviews, and case studies.

AccessISL project products will include proceedings of an end-of-project capacity building institute, promising practices, case studies, a video, and other online resources to help ISL practitioners and museology faculty that will result in making future ISL opportunities more inclusive of people with disabilities. AccessISL will advance knowledge and ensure long-term impact using multiple strategies:


broadening the STEM participation of people with disabilities as well as women, racial/ethnic minorities, and other underrepresented groups through the application of universal design
strengthening associations and creating synergy and durable relationships among stakeholders,
encouraging teaching about disability, accessibility, and universal design in museology courses,
empowering students with disabilities and current and future ISL practitioners to advocate for accessible ISL and develops an infrastructure to promote accessible ISL programs nationwide, and
contributing to the body of promising practices with products that will (a) enhance understanding of issues related to the inclusion of people with disabilities in ISL programs and (b) promote inclusive practices.


Outcomes will benefit society by making STEM opportunities available to more people and enhancing STEM fields with the talents and perspectives of people with disabilities.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Sheryl Burgstahler Meena Selvakumar
resource project Professional Development and Workshops
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. Blind youth are generally excluded from STEM learning and careers because materials for their education are often composed for sighted individuals. In this proposed Innovations in Development project, the PIs suggest that spatial acuity is an important element in order for blind persons to understand physical and mental structures. Thus, in this investigation, efforts will be made to educated blind youth in the discipline of engineering. A total of 200 blind students, ages 12-20 along with 30 informal STEM educators will participate in the program. This effort is shared with the National Federation of the Blind, Utah State University, the Science Museum of Minnesota, and the Lifelong Learning Group.

The National Federation of the Blind, in partnership with scholars from Utah State University and educators from the Science Museum of Minnesota will develop a five-year Innovations in Development project in order to broaden the participation of blind students in STEM fields through the development of instruction and accessible tools that assess and improve the spatial ability of blind youth. The partnership with the Science Museum will facilitate the creation of informal science content for students and professional development opportunities for informal educators. Evaluation will be conducted by Lifelong Learning Group of the Columbus Center of Science and Industry. Activities will begin in year one with a week-long, engineering design program for thirty blind high-school students at the Federation of the blind headquarters in Baltimore. Year two will feature two similarly sized programs, taking place at the Science Museum. While spatial ability is linked to performance in science, research has not been pursued as to how that ability can be assessed, developed, and improved in blind youth. Further, educators are often unaware of ways to deliver science concepts to blind students in a spatially enhanced manner, and students do not know how to advocate for these accommodations, leading blind youth to abandon science directions. Literature on the influences of a community of practice on youth with disabilities, as well as nonvisual tools for experiencing engineering, is lacking. This project will advance understanding of how blind people can participate in science, and how spatial ability can be developed and bolstered through informal engineering activities and an existing community of practice.
DATE: -
TEAM MEMBERS: Anil Lewis Wade Goodridge