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resource project Exhibitions
History Colorado (HC) conducted an NSF AISL Innovations in Development project known as Ute STEM.
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TEAM MEMBERS: Elizabeth Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project Exhibitions
With input from its community and benchmarking against other natural history museums across the nation, the Delaware Museum of Natural History will transform its exhibits from static, taxonomy-based dioramas to interactive, ecosystem-driven engagement areas with more relevant STEM content and stories. The museum will work with an exhibit design firm to develop interpretive content, exhibit design, and related elements. Project activities will also include testing of exhibit prototypes and workshops for museum staff on best practices in evaluation. A final design development package will be presented to the Board of Trustees for approval and the museum will change its name to the Delaware Museum of Nature and Science.
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TEAM MEMBERS: William Spruance
resource project Exhibitions
The Palo Alto Junior Museum & Zoo will create the California Dinosaur Garden exhibition, an inclusive environment for children ages 3 to 11 that promotes science learning. The museum will employ sensory-rich storytelling and interactive experiences to engage children and their caregivers. Project activities will include the completion of initial concept designs and evaluation to inform exhibit development; design development, prototyping, and formative evaluation; and engaging external contractors to fabricate and install the exhibit. The exhibition will include prehistoric plants within a seasonal marsh landscape, interactive interpretive exhibits, a fossil dig, and life-size dinosaur sculptures. The project will also address the need for science learning experiences for children with disabilities by applying universal design principals such as wheelchair access to the garden experience, braille labels, and tactile, sensory-rich elements.
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TEAM MEMBERS: Tina Keegan
resource project Exhibitions
The Portland Children’s Museum will open a new exhibition, “Drip City,” which focuses on water as a precious natural resource that has shaped the region’s geography, weather, and culture. Following an IMLS-funded evaluation and design process, the museum will engage a local fabrication company to construct and install exhibit components that explore concepts in science, engineering, and art. The museum will also engage community members in the design and testing of associated programs that target families and children ages 0 to 7. Museum staff will evaluate all exhibit elements to ensure they are working properly, accessible as intended, and making children’s learning visible to adult audiences.
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TEAM MEMBERS: Jennifer Fang
resource project Exhibitions
Sciencenter will develop a touring exhibition, Engineer.Design.Build, to spark interest and build confidence in STEM by providing learning opportunities about the broad impact engineers have on the environment and society. The museum will partner with Cornell University's College of Engineering to develop scientific content which will be reviewed by an advisory board of representatives from the academic, business, and informal science education sectors. Partners from informal learning institutions will provide expertise on the educational content to ensure that it is accessible and engaging for the target audience of 5-11 year olds. Through a combination of focus groups, youth/guest feedback during exhibition development, and experts in girls' engagement in STEM on the advisory board, the museum will ensure that the exhibition and programming are designed to appeal to girls, and accessible to all learners. The project will include front-end, formative, and summative evaluation through observations and mediated interviews, collecting data from youth, families, and school groups.
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TEAM MEMBERS: Michelle Kortenaar
resource project Public Programs
The Pacific Science Center will develop new evaluation tools to assess the impact of Tinker Tank, a visitor-directed, hands-on design space in which participants are challenged to use their creativity, problem solving, and experience to understand the processes of design, engineering, and science. The project will allow the museum to determine which tools, adapted from both informal learning settings (such as timing and tracking studies, observations, surveys, and focus groups) and formal settings (such as design journals, digital portfolios, and badging),are most suitable for providing meaningful data about the learning and engagement occurring in its makerspace. By adjusting and refining the evaluation tools and methods, the museum will be able to measure learning in its makerspace, determine the extent to which it is achieving the goals and objectives of its Tinker Tank, and guide planning for expansion of making activities into different areas of its exhibition floor.
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TEAM MEMBERS: Diana Johns
resource research Media and Technology
This book chapter, which describes emotional accessibility in digital learning experiences and its relation to Universal Design, was included in the book "Inclusive Digital Interactives: Best Practices + Research" published by the Smithsonian. This chapter includes a description of the Productive Struggle project, data highlights, and information on how attending to emotions can broaden our concepts of accessibility.
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TEAM MEMBERS: Gabrielle Schlichtmann Katie Todd Samantha Daley
resource research Public Programs
Reframing engineering activities to emphasize the needs of others has the potential to strengthen engineering practices like problem scoping, while also providing more inclusive and socially relevant entry points into engineering problems. In a three-year design-based research project, we developed novel strategies for adding narratives to engineering activities to deepen girls’ engagement in engineering practices by evoking empathy for the users of their designs. In this article, we describe a set of hands-on engineering activities developed through iterative development and testing with 190
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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 research Exhibitions
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
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TEAM MEMBERS: Beth Malandain Sunewan Paneto Katharina Marino
resource research Exhibitions
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
DATE:
TEAM MEMBERS: Sunewan Paneto Beth Malandain Katharina Marino
resource research Exhibitions
As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
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