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resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
DATE: -
TEAM MEMBERS:
resource project Exhibitions
The Westmoreland Sanctuary Nature Center and Museum will develop an interactive educational museum exhibition to teach visitors about pond ecology, watershed health, and sustainable resource management and encourage them to become more involved in environmental conservation. The museum will use its pond ecology curriculum, which comports with Next Generation Science Standards, to educate approximately 10,000 visitors annually. The interactive exhibition will include a touchable model of a pond’s edge; a roll-out specimen drawer with additional taxidermy such as a green heron, frog, spotted salamander, or freshwater clam; and a microscope with slides of rainwater so students can see the “life” in a drop of water. Multi-level, take-home reading materials aimed at elementary, middle/high school, and adult learners will further promote science literacy and provide concrete ways individuals can get involved in their communities to support sustainable aquatic ecosystems.
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TEAM MEMBERS: Stephen Ricker
resource project Professional Development, Conferences, and Networks
The Lawrence Hall of Science at the University of California, Berkeley, will launch the Learning Technology Studio project to improve the ability of its staff to create digital technology tools and experiences that help youth, families, and adults learn about STEM topics. The museum will design and implement a professional learning program for staff from multiple departments to build their understanding of best and innovative practices for using digital technology to support STEM learning. The program will empower a subset of staff will to collaboratively design, test, and revise technology experiences using simulations, digital media, and AR that can elevate visitor engagement and enhance learning. The museum will create an institution-wide Learning Technology Framework that captures the findings and resources developed through the project to guide long-term professional learning and collaboration in digital technology design and integration.
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TEAM MEMBERS: Lee Bishop
resource research Media and Technology
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views. The research explored the potential for informal STEM learning
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TEAM MEMBERS: Lisa Leombruni Heather Hodges
resource project Public Programs
Makerspaces are learning environments that engage participants in authentic science and engineering practices, using hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. Recently there has been a rapid growth of makerspaces in schools and in informal places like museums, libraries, and community centers. However, many of these spaces are not accessible to all members of society. This project will produce a model for a STEM makerspace that focuses on increasing access. The model has four critical components that operate together: affordable housing, informal STEM learning, maker education, and multi-generational learning. This project will develop and study the community-based, multigenerational makerspace model for Bayview Towers, a 200-unit affordable housing complex in Connecticut. The Multi-Gen STEM Makerspaces project brings together CAST, a non-profit education research organization, the NHP Foundation/Operation Pathways, a national affordable housing provider, and the Boston University Social Learning Lab, which researches the social context for STEM learning. The project will produce a Multi-Gen Maker Playbook comprised of an educational guide for a series of four-week workshops around different themes and modes of making. The Playbook will also serve as a program model that guides similar communities on how to create and run sustainable and thriving maker programs of their own. Families in the Bayview Towers community will build an understanding of science, technology, engineering, and mathematics (STEM) concepts through participation in an onsite makerspace. Families will relate what they are doing through making to longer-term goals connected to STEM learning, education, and careers. The project will also enable the engagement of individuals in the co-design (individuals provide creative contributions) of making that can be translated into community structures and values that support a sustainable makerspace. The affordable housing context will provide understanding of individual and other social factors that impact learners' sense of STEM identity. The project will support mobility from poverty by including STEM learning as part of the resident services.

The research will examine how low income communities access, engage, and learn in makerspaces, and relate their learning to relevant goals. The team will use design-based research (DBR) whereby participants and researchers work together to design interventions intended to explore theory through cycles of enactment, analysis, and revision. The DBR research will answer the following questions:


In what ways, if any, does the model support residents experiencing STEM learning as consequential?
What kind of making goals do residents set and how do they embed STEM in these goals?
If residents experience STEM learning as consequential through the workshops, do they also see the relationship between their making goals and longer term goals?
Do those residents that use the makerspace more frequently experience more positive outcomes in terms of consequential STEM learning?
How do the various makerspace structures - training of facilitators, dedicated space and equipment, Playbook - support the model?
Are groups of residents participating regularly in the makerspace and if so, who is in these groups? Do these groups start to identify as a maker community? Is the community finding the makerspace of value?
In what ways does the organization and operations of the makerspace support building a sustainable model for multigenerational and consequential learning?


Participants will include 90 youth and 90 adults from the resident community at Bayview Towers. Research data to be collected includes open-ended response measures for scoring residents' interpretation, analysis and understanding of each workshop elements. Also, interview protocols will be used to guide the refinement of the Multi-Gen Maker Playbook features and analyze usability, feasibility, engagement and user experience of the Multi-Gen Maker Playbook within the platform. The program will use semi-structured interview protocols on participants' goals and STEM identity and focus group protocols on community maker values and makerspace structures. Additionally, a Likert-style survey on STEM identity will also be adapted from the Science Identity Scale. Project evaluation will examine the overall achievement of program goals and objectives. Project results will be communicated by traditional means of dissemination to scholars and practitioners. The team will also create targeted digital media, including online articles, podcast interviews, and blog posts, to reach a broader audience.


This Innovations in Development award 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.

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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TEAM MEMBERS: Sam Catherine Johnston Kathleen Corriveau Jess Gropen Kim Ducharme Kenneth White
resource project Public Programs
Across the country, educators and mentors in informal settings have provided youth with opportunities to persist and thrive along STEM (science, technology, engineering, and mathematics) trajectories. Unfortunately, the current COVID-19 pandemic may limit youths' opportunities to continue pursuing STEM pathways by removing their access to important resources, such as mentors in science labs and other STEM learning spaces. The impact of the pandemic may be especially harmful for youth from underrepresented groups whose families have been disproportionately affected by this crisis. The purpose of this project is to study the impact of COVID-19 on the STEM trajectories of teenagers from underrepresented groups who had previously worked with scientists as mentors before the pandemic. A survey, which will be administered to hundreds of teenagers, will identify the supports that they used to successfully navigate disruptions as they continued to pursue college and career pathways in STEM. For teenagers who decided not to actively pursue STEM pathways during the pandemic, this survey will illuminate how loss of supports and new challenges discouraged their active pursuit of STEM. By identifying supports and challenges that encouraged or discouraged STEM pursuits, this project will advance knowledge on how informal learning programs can support underrepresented teenagers in persisting along STEM pathways during national crises and emergencies.

The American Museum of Natural History will conduct mixed-methods research to explore the impact of the pandemic on the STEM trajectories of underrepresented teenagers. They will administer surveys to 560 teenagers from underrepresented groups who previously participated in the New York City Science Research Mentoring Consortium. The survey will ascertain whether and how the youth found access to new supports or lost access to former supports; whether they face new challenges and how they have responded to those challenges; and whether and how their feelings about pursuing STEM in college and beyond have changed. Teenagers who complete the survey will identify adults in their lives who have been important in supporting their pursuits in STEM, and two adults per teenager will also be invited to complete surveys on perceived disruptions. Latent class analyses, cognitive interviews, and consultation with youth and survey experts will be used to establish survey validity, while the survey results will be analyzed via two-mode social network analysis. Additionally, 16 teenagers will participate in in-depth interviews regarding the impact of the pandemic on their STEM trajectories. Findings and implications for practice will be disseminated widely to researchers, educators, and mentors in informal science education. These findings will help stakeholders to provide better supports for underrepresented youth during the current pandemic and during future national emergencies. This project is funded by the Advanced Informal STEM Learning (AISL) program. As part of its overall strategy to enhance learning in informal environments, the 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 RAPID 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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TEAM MEMBERS: Preeti Gupta Timothy Podkul Karen Hammerness
resource project Public Programs
As new technologies continue to dominate the world, access to and participation in science, technology, engineering, mathematics (STEM), and computing has become a critical focus of education research, practice, and policy. This issue is exceptionally relevant for American Indians, who remain underrepresented as only 0.2% of the STEM workforce, even though they make up 2% of the U.S. population. In response to this need, this Faculty Early Career Development Program (CAREER) project takes a community-driven design approach, a collaborative design process in which Indigenous partners maintain sovereignty as designers, to collaboratively create three place-based storytelling experiences, stories told in historical and cultural places through location-based media. The place-based storytelling experiences will be digital installations at three culturally, politically, and historically significant sites in the local community where the public can engage with Indigenous science. The work is being done in partnership with the Northwestern Band of the Shoshone Nation (NWBSN).

The principal investigator and the NWBSN will investigate: (a) what are effective strategies and processes to conduct community-driven design with Indigenous partners?; (b) how does designing place-based storytelling experiences develop tribal members' design, technical, and computational skills?; (c) how does designing these experiences impact tribal members' scientific, technological, and cultural identities? The goals are to establish a process of community-driven design, build infrastructure to support this process, and understand how this methodological approach can result in culturally-appropriate ways to engage with science through technology. The principal investigator will work with the tribe to complete three intergenerational design cycles (a design cycle is made up of multiple design iterations). Each design cycle will result in one place-based storytelling experience. The goal is to include roughly 15 youth (ages 6-18), 10 Elders, and 10 other community members (i.e. members ages 18-50, likely parents) in each design cycle (35 tribal members total). Some designers are likely to participate in multiple design cycles. The tribe currently has 48 youth ages 6-18 and the project aims to engage at least 30 across all three design cycles. Over four years of designing three different experiences, the NWBSN aims to recruit at least 100 tribal members (just under 20% of the tribe) to make contributions (as designers, storytellers, or to provide cultural artifacts or design feedback).

This CAREER award 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.

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: Breanne Litts
resource evaluation Public Programs
Our goal in creating this guide is to provide practitioners, organizations, researchers, and others with a “one-stop shop” for measuring nature connections. The guide is for those interested in assessing and enhancing the connections their audiences have to nature; we use the term “audience” to refer broadly to your participants or to any group you are trying to assess. The guide can help you choose an appropriate tool (for example, a survey or activity) for your needs, whether you work with young children, teenagers, or adults (see the Decision Tree on p. 14). The guide also includes 11 tools
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TEAM MEMBERS: Gabby Salazar Kristen Kunkle Martha Monroe
resource research Public Programs
The visit to a science museum may be manifested through complex and dynamic motivations which, according to the literature, are under-investigated in a Brazilian context. In this study, an instrument has been modified and applied to 202 visitors up to 15 years in order to investigate motivation for visiting. Combined application of Exploratory Factor Analysis and the Information Bottleneck method revealed that 17 out of the 20 initial items in the questionnaire aligned with three dimensions of motivation. The main motivation was learning desire, while entertainment and interaction motivations
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TEAM MEMBERS: Ana Cláudia Kasseboehmer Rosana de Fátima Martinhão Kenia Naara Parra Daniela Maria Lemos Barbato
resource project Public Programs
Citizen science is a form of Public Participation in Scientific Research (PPSR) in which the participants are engaged in the scientific process to support research that results in scientifically valid data. Opportunities for participation in real and authentic scientific research have never been larger or broader than they are today. The growing popularity and refinement of PPSR efforts (such as birding and species counting studies orchestrated by the Cornell Lab of Ornithology) have created both an opportunity for science engagement and a need for more research to better implement such projects in order to maximize both benefits to and contributions from the public.

Towards this end, Shirk et al. have posted a design framework for PPSR projects that delineates distinct levels of citizen scientist participation; from the least to the highest level of participation, these categories are contract, contribute, collaborate, co-create, and colleagues. The distinctions among these levels are important to practitioners seeking to design effective citizen science programs as each increase in citizen science participation in the scientific process is hypothesized to have both benefits and obstacles. The literature on citizen science models of PPSR calls for more research on the role that this degree of participation plays in the quality of that participation and related learning outcomes (e.g., Shirk et al., 2012; Bonney et al., 2009). With an unprecedented interest in thoughtfully incorporating citizen science into health-based studies, citizen science practitioners and health researchers first need a better understanding of the role of culture in how different communities approach and perceive participation in health-related studies, the true impact of intended educational efforts from participation, and the role participation in general has on the scientific process and the science outcome.

Project goal to address critical barrier in the field: Establish best practices for use of citizen science in the content area of human health-based research, and better inform the design of future projects in PPSR, both in the Denver Museum of Nature & Science’s Genetics of Taste Lab (Lab), and importantly, in various research and educational settings across the field.

Aims


Understand who currently engages in citizen science projects in order to design strategies to overcome the barriers to participation that occur at each level of the PPSR framework, particularly among audiences underrepresented in STEM.
Significantly advance the current knowledge regarding how citizen scientists engage in, and learn from, and participate in the different levels of the PPSR framework.
Determine the impact that each stage of citizen science participation has on the scientific process.
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TEAM MEMBERS: Nichole Garneau Tiffany Nuessle
resource project Public Programs
American Indian and Alaska Native communities continue to disproportionately face significant environmental challenges and concerns as a predominately place-based people whose health, culture, community, and livelihood are often directly linked to the state of their local environment. With increasing threats to Native lands and traditions, there is an urgent need to promote ecological sustainability awareness and opportunities among all stakeholders within and beyond the impacted areas. This is especially true among the dozens of tribes and over 50,000 members of the Coast Salish Nations in the Pacific Northwest United States. The youth within these communities are particularly vulnerable. This Innovations in Development project endeavors to address this serious concern by implementing a multidimensional, multigenerational model aimed at intersecting traditional ecological knowledge with contemporary knowledge to promote: (a) environmental sustainability awareness, (b) increased STEM knowledge and skills across various scientific domains, and (c) STEM fields and workforce opportunities within Coast Salish communities. Building on results from a prior pilot study, the project will be grounded on eight guiding principles. These principles will be reflected in all aspects of the project including an innovative, culturally responsive toolkit, curriculum, museum exhibit and programming, workshops, and a newly established community of practice. If successful, this project could provide new insights on effective mechanisms for not only promoting STEM knowledge and skills within informal contexts among Coast Salish communities but also awareness and social change around issues of environmental sustainability in the Pacific Northwest.

Over a five-year period, the project will build upon an extant curriculum and findings codified in a pilot study. Each aspect of the pilot work will be refined to ensure that the model established in this Innovations and Development project is coherent, comprehensive, and replicable. Workshops and internships will prepare up to 200 Coast Salish Nation informal community educators to implement the model within their communities. Over 2,500 Coast Salish Nation and Swinomish youth, adults, educators, and elders are expected to be directly impacted by the workshops, internships, curriculum and online toolkit. Another 300 learners of diverse ages are expected to benefit from portable teaching collections developed by the project. Through a partnership with the Washington State Burke Natural History Museum, an exhibit and museum programming based on the model will be developed and accessible in the Museum, potentially reaching another 35,000 people each year. The project evaluation will assess the extent to which the following expected outcomes are achieved: (a) increased awareness and understanding of Indigenous environmental sustainability challenges; (b) increased skills in developing and implementing education programs through an Indigenous lens; (c) increased interest in and awareness of the environmental sciences and other STEM disciplines and fields; and (d) sustainable relationships among the Coast Salish Nations. A process evaluation will be conducted to formatively monitor and assess the work. A cross cultural team, including a recognized Coast Salish Indigenous evaluator, will lead the summative evaluation. The project team is experienced and led by representatives from the Swinomish Indian Tribal Community, Oregon State University, Garden Raised Bounty, the Center for Lifelong STEM Learning, the Urban Indian Research Institute, Feed Seven Generations, and the Burke Museum of Natural History and Culture.

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: Jamie Donatuto Diana Rohlman Elise Krohn Valerie Segrest Rosalina James
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