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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
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 Public Programs
The Saginaw Chippewa Indian Tribe of Michigan's Ziibiwing Center of Anishinabe Culture and Lifeways will organize a four-day educational symposium to build a better understanding of Native American culture and history. The project will begin with a forum to foster dialogue on the 200th anniversary of the Treaty of Saginaw. The forum will discuss the treaty's impact on sovereignty and relationships between natives and non-natives and the loss of continuity of language, culture, and the practice of traditional art forms. The forum will include representatives from the 25 tribes whose children attended the Mount Pleasant Indian Industrial Boarding School. The representatives will share cultural stories and traditional methods through birch bark, black ash, elm and sweet grass basket making. The symposium will conclude on Michigan Indian Day with science, technology, engineering, art and math (STEAM) activities for area students.
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TEAM MEMBERS: Shannon Martin
resource project Exhibitions
The Montana Natural History Center, in collaboration with the University of Montana, will develop an exhibit to showcase a selection of the university's extensive fossil collection. This new exhibit will help create inclusive, inquiry-based, educational opportunities for preschoolers through adults. University faculty will guide specimen interpretation and story development. The exhibit will explore modern research into evolution in a time of climate change, sharing ongoing university research and highlighting STEM careers and citizen science work. The project is based on interests identified through surveys, museum visitor recommendations, and a member focus group.
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TEAM MEMBERS: Drew Lefebvre
resource project Media and Technology
The University of California Museum of Paleontology will upgrade two STEM websites that provide free resources for teachers, students, and the public for teaching and learning about evolution and the process of science. The project will allow the museum to respond more effectively to user expectations and enhance the security, functionality, and general appeal of these educational resources. In consultation with expert advisors, the project team will review and revise the content and graphics on the 30 most-accessed, high-content pages of each site to ensure that they reflect the latest research and perspectives in the field. New features will also provide more opportunities for visitor interaction with scientific data. Both front-end and formative evaluation will guide the phases of the project.
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TEAM MEMBERS: Anna Thanukos
resource project Public Programs
The Fairchild Tropical Botanic Garden will leverage its partnership with NASA Kennedy Space Center to design, equip, and operate an inclusive and interactive scientific research workspace. The new makerspace will provide visitors of all ages an opportunity to contribute to identifying solutions to food production issues. Preparation of the Growing Beyond Earth Innovation Studio will involve equipping the space with state-of-the-art tools and materials for designing and monitoring growing experiments, installing plant growing equipment, and furnishing the space to maximize experimentation, collaboration, and learning. The garden will invite K-12 students, families and casual visitors to collaborate on plant science experiments, allowing them to address questions relevant to current NASA research on food production aboard spacecraft, and within habitats on the surface of Mars.
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TEAM MEMBERS: Amy Padolf
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 research Public Programs
But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
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TEAM MEMBERS: Bronwyn Bevan Kylie Peppler Mark Rosin Lynn Scarff Lissa Soep Jen Wong
resource project Exhibitions
Implementation of a permanent exhibit and supporting programs exploring themes of labor, immigration, and the changing nature of work and community in New Bedford’s commercial fishing industry.

To produce "More Than a Job: Work and Community in New Bedford’s Commercial Fishing Industry," a permanent exhibit, digital exhibits, K-12 curriculum materials, and significant public programming exploring themes of labor and immigration, and the changing nature of work and community in New Bedford's commercial fishing industry.
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TEAM MEMBERS: Laura Corinne Orleans
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
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.
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TEAM MEMBERS: Breanne Litts
resource evaluation Exhibitions
Researchers from Ideum and XPRIZE Foundation recently completed a multi-site study of the way people use an innovative experience on health technologies. Funded by the Qualcomm Foundation, the team traveled to three US science centers to see how museum visitors interacted with and learned from the exhibit, which Ideum and XPRIZE designed and developed in 2018. The exhibit was funded by XPRIZE after 2017’s Qualcomm Tricorder XPRIZE competition, in which teams developed ideas for new kinds of portable medical devices. Running on a custom 65” Ideum Platform multitouch table, the experience
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