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resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: 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. The Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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.
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resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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.
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TEAM MEMBERS: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource research Public Programs
This article reflects on the author's experience leading the 21st Century Community Learning Center (21st CCLC) program, which aimed to create a "culture of STEM" for both participants and staff. The author describes the experience of the children, the training of staff, and places for improvement.
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TEAM MEMBERS: Michael MacEwan
resource project Public Programs
The goal of this outreach program was for Chemistry at the Space-Time (CaSTL) limit to partner with the Boys and Girls Club (BGC) of Santa Ana, CA to increase their participants' interest, enthusiasm and learning outcomes in Science Technology Engineering and Math (STEM) fields, through the development of science and chemistry hands-on lessons. The Boys and Girls Club of Santa Ana serves nearly 2,700 participants each day at six sites. Ninety percent of their participants identify as Hispanic/Latino and 93% are on free or reduced lunch. Although the Boys and Girls Club offers limited STEM activities, they agreed to partner with CaSTL, a UC-Irvine NSF-funded Center for Chemical Innovation, to expand their STEM ISE activities. CaSTL, in close collaboration with both the California Science Project of Irvine (CSPI), developed 24 science lesson plans that engage participants in high-level, hands-on, and interactive lessons that expose program participants to the visualization of chemistry and physics, based on CaSTL's mission. All lessons align with the California Science Standards, are highly interactive, and do not mimic the school day. These lessons compliment the state standards, but go much further in providing the participants experimental, hands-on activities that they often do not receive in their schools, due to budget, space and time restrictions. CaSTL faculty and graduate students ensured that the lens through which CaSTL research occurs was clearly represented in the lessons. CaSTL graduate students developed one of the lessons and kit and taught the spectroscopy lesson at the club.
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TEAM MEMBERS: Lauren Shea Elizabeth Cruz
resource evaluation Exhibitions
This report describes a summative evaluation of Secrets of Circles, a 2,600 square foot exhibition created by Children's Discovery Museum of San Jose and funded by the National Science Foundation. The exhibition and related programs were designed to highlight the uses of circles and wheels in everyday life. Circles have properties that make them extremely effective as an engineering tool, and they are ubiquitous in cultures around the world. The appendix of this report inclues interview and observation protocols and questionnaires used in this study.
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TEAM MEMBERS: Sue Allen Children's Discovery Museum of San Jose
resource evaluation Media and Technology
Concord Evaluation Group (CEG) conducted an evaluation of the Spyhounds pilot test in October-December 2011. The goal of the evaluation was to assess the online resources for appeal and interest, as well as to provide WGBH with data on how a full-scale year-long project could be structured. CEG recruited a national sample of 5-8 year old children to participate in the pilot test. We conducted a pre-test survey to measure science-related knowledge (kids only), attitudes and interest (parents and kids). We then invited families to use the online resources during the pilot test and surveyed the
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TEAM MEMBERS: Christine Paulsen WGBH
resource project Public Programs
San Francisco State University is collaborating with MESA of California to replicate the Mission Science Workshop (MSW) model for informal science education to establish 10 self-supporting interactive Community Science Workshops (CSW's) throughout California. The overriding theme for activities at the CSW's is to let children and parents "be" scientists as they explore through the use of interactive exhibits, hands-on building/tinkering activities and content workshops, while at the same time ensuring they learn correct science concepts. Content to be presented is from the areas of Engineering, Life Sciences, Physical Sciences, and Mathematics. The target audience is primarily African-American, Latino, and Native American children in grades K-8 and their families.
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TEAM MEMBERS: Paul Fonteyn
resource project Public Programs
Children's Discovery Museum of San Jose, CA, will develop a three-pronged project called "Round and Round" focused on the geometry, science and technology of circles and wheels. All three project products (one permanent and one traveling version of a 2000-sq. ft. exhibition; an array of complementary educational programs for children ages 3-10; and published research on patterns of interactions among families of diverse backgrounds in museum settings) will be developed in cooperation with developmental psychologists from the University of California at Santa Cruz and advisors from Latino and Vietnamese communities in San Jose. "Round and Round" exhibits and programs will offer a trans-cultural, gender-neutral, and multi-disciplinary look at the ingenuity and ubiquity of circles. Together they will provide a comprehensive array of interactive experiences that help children, ages 3-10, and adults explore the mathematics, physics, physical properties and engineering advantages of circles and wheels. The project is expected to serve three million visitors in science and children's museums across the nation within four years of implementation.
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