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resource project Exhibitions
The Fairbanks Museum and Planetarium will design, produce, and install Science Alive—a 1,500-square-foot astronomy and meteorology exhibit—as well as develop and implement supporting programs to promote lifelong learning through participation in scientific explorations. Science Alive will leverage the museum’s strengths in meteorology and astronomy by translating these core competencies into dynamic and relevant exhibits and programs. It also will address the community’s STEM educational deficiencies through science methodologies and content. The project’s exhibition and programming components will benefit students, visitors, and the community.
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TEAM MEMBERS: Drew Bush
resource project Public Programs
The Adler Planetarium will expand access to STEM programs for African American and Latinx Chicago teens through a progressive series of entry-point, introductory, intermediate, and advanced level programs. Students in grades 7–12 will be invited to join teams of scientists, engineers, and educators to undertake authentic scientific research and solve real engineering challenges. In collaboration with schools and community-based organizations, Adler will develop and implement new participant recruitment and retention strategies to reach teens in specific neighborhoods. The initiative will help address the underrepresentation of Latinx and African Americans in engineering.
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TEAM MEMBERS: Kelly Borden
resource project Public Programs
The Virginia Air and Space Center will enhance its Space Gallery exhibit and increase its capacity to deliver high-quality, high-impact STEM programming. The museum will purchase, adapt, and install three interactive, digital exhibits that will complement existing displays and enhance visitors’ overall experiences. The digital exhibits will include a moon lander that users can pilot; a simulated Mars rover and micro-copter that will allow guests to navigate a Martian atmosphere and surface; and a stellar playground where users can build their own solar system through an intuitive touch-interface that incorporates planets, stars, violent supernovas, black holes, and other space oddities. The project team will develop new curricula related to the exhibits to use with school groups and summer camps.
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TEAM MEMBERS: Danielle Price
resource project Media and Technology
The Carnegie Science Center will contribute to the reinvigoration of planetarium programming nationwide by creating and sharing three multifaceted productions combining live theatre and science education. The "Cosmic Cookbook" will be a free online digital toolkit for planetarium educators designed to delight audiences, inspire the next generation of scientists, and promote a scientifically literate community. Targeting elementary school students, each show will include theatric, character-driven scripts for presenters; digital media assets for planetarium producers, including original full-dome content; and how-to guides for live demonstrations and storytelling. The museum will pilot and evaluate each show with students from local underserved schools and incorporate feedback before distribution for other planetariums across the country. The museum will release video tutorials on teaching science and theatric presentation, webinars, and script updates throughout the lifespan of the project to foster sustained replication of the programs.
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TEAM MEMBERS: Amanda Iwaniec
resource project Public Programs
The Children's Museum of Wilmington will renew and expand its STEM All-Stars program for at-risk and underserved youth to enhance and apply their knowledge of STEM concepts in a fun, safe, and contemporary learning environment. Twice per month from January through May in 2019 and 2020, a third-grade class will visit the Children's Museum of Wilmington for two-to-one student to faculty ratio workshops exploring states of matter, the wonders of the solar system, various science career paths, and more through activities which complement the NC Science Standard Curriculum. Students will document their workshop experiments, hypotheses, and findings in personal journals. Project goals include improving students' competence in STEM concepts, nurturing student enthusiasm for STEM subjects, and encouraging students to pursue careers in STEM-related areas. Teachers will be asked to participate in two assessments per year to evaluate the STEM All-Stars' impact on student interest and learning.
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TEAM MEMBERS: Kelsey Peterson
resource project Public Programs
Clark Planetarium will partner with the Salt Lake County Library System to extend STEM education for adolescent audiences throughout the regional community. The planetarium will create STEM classes in up to 18 different county libraries, with up to four library activity sessions each week. With each activity session, the project will engage middle school and high school aged participants in hands-on science, technology, and engineering activities that explore complex concepts and principles through simulations of robotic missions. Each visit will engage learners in STEM-focused activities that emphasize group work such as building robots, collecting and analyzing data, and solving problems. Over the span of three years, the project will reach over 7,700 teens. The Utah Education Policy Center will use observation, program records, and a brief online survey to measure the program's impact on STEM interest and improvement in confidence, attitudes, and behavioral intentions around STEM.
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TEAM MEMBERS: Stephanie McGinnis
resource project Exhibitions
To build understanding of the essential needs involved in human exploration on Mars, the museum will create the Build a Mars Habitat – Survive and Thrive exhibit which allows museum visitors, especially school field trips and families with children in grades 4-8, to design and construct their own imaginary habitat for successful living on Mars using interchangeable building pieces. This would be designed to appeal particularly to girls, be accessible to audiences using a universal design approach, and be understood by Spanish-language visitors. Partnerships include the National Informal STEM Education Network (NISENet), NASA Ames Research Center, and NASA Marshall Space Flight Center. The project team will also develop professional development materials for both facilitated and unfacilitated experiences to accompany the exhibit. This immersive experience augments the existing “Sun, Earth, Universe” exhibit that was recently distributed to 52 science and children’s museums across the U.S. by NISENet, collectively reporting attendance of over 10 million visitors per year. The exhibition serves as a platform for scientists and museum staff and volunteers to engage visitors with additional facilitated educational programming and hands-on experiences. Anticipated STEM learning outcomes include audience’s increased interest and positive attitudes towards learning about space exploration, increase in informal education professionals’ capacity to engage public audiences in space exploration, and strengthened partnerships among NASA and museums.
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TEAM MEMBERS: Ethan Kruszka Catherine McCarthy
resource research Media and Technology
The popularity of the anti-vax movement in the United States and elsewhere is the cause of new lethal epidemics of diseases that are fully preventable by modern medicine [Benecke and DeYoung, 2019]. Creationism creeps into science classrooms with the aim of undermining the teaching of evolution through legal obligations or school boards’ decisions to present both sides of a debate largely foreign to the scientific community [Taylor, 2017]. And one simply has to turn on the TV and watch so-called science channels to be bombarded with aliens, ghosts, cryptids and miracles as though they are
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TEAM MEMBERS: Alexandre Schiele
resource evaluation Public Programs
With funding from the NASA Science Activation program, the Space Science Institute (SSI) launched NASA@ My Library in 2016. The vision of NASA@ My Library was to help public libraries and state library agencies increase NASA and STEM learning opportunities for library patrons throughout the U.S., including those in geographic areas and populations currently underserved in STEM education. SSI worked closely with its partners, including the American Library Association (ALA), Cornerstones of Science (CoS), the Lunar and Planetary Institute (LPI), and the Pacific Science Center’s Portal to the
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resource research Public Programs
Children and their families are practicing STEAM (Science, Technology, Engineering, Arts, and Math) skills through a library program. Hand-crank generators and LED bulbs are set out on each of the tables, along with two types of dough—conductive play dough and insulating modeling clay.
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TEAM MEMBERS: Brooks Mitchell Claire Ratcliffe Keliann LaConte
resource project Exhibitions
NASA@ My Library is made possible through the support of the National Aeronautics and Space Administration (NASA) Science Mission Directorate as part of its Science Activation program. The project is led by the National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI) in partnership with the American Library Association (ALA) Public Programs Office, Lunar and Planetary Institute (LPI), and Education Development Center (EDC). From 2016-2020, 78 public libraries (75 partner libraries and 3 pilot libraries), 18 State Library Agencies, 6 Portal to the Public Network sites, and 30 NASA-funded scientists participated in the project. More than 225,000 library patrons were reached through their efforts.

In 2021-2022, public libraries, universities, and state library agencies will participate in the project to increase and enhance STEAM learning opportunities in their communities, with an emphasis on reaching audiences underrepresented in STEM education and professions. 
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TEAM MEMBERS: Keliann LaConte Paul Dusenbery Anne Holland James Harold Melanie Welch Lainie Castle Christine Shupla Jessica Santascoy Ginger Fitzhugh
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.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki