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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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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 Media and Technology
In the From Project Mercury to Planet Mars project, the Museum of Science is partnering with national leaders to create two resources, each geared to a different style of learner, that strengthen engineering education and immersive experiences in the nation’s informal education environment. The Museum of Science is collaborating with the Smithsonian National Air and Space Museum and Albert Einstein Planetarium in Washington D.C., the Clark Planetarium in Salt Lake City, Utah, the Adventure Science Center and Sudekum Planetarium in Nashville, Tennessee, and the Tech Museum of Innovation in San Jose, California. Through the development of a Planetarium show engaging audiences in the excitement of a human journey to Mars, and a large-scale engineering design challenge activity that allows participants to create design solutions to a Mars exploration challenge, the goal of From Project Mercury to Planet Mars is to increase student and public awareness of human space exploration and inspire the next generation of engineers and scientists. Planetarium show viewers are expected to demonstrate an increased appreciation and interest in future activities in engineering and science, and learn about the technical challenges of space exploration. Design challenge participants are expected to actively engage in the engineering design process and in engineering habits of mind.
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TEAM MEMBERS: Annette Sawyer
resource evaluation Media and Technology
The Museum of Science, Boston led the From Project Mercury to Planet Mars: Introducing Engineering and Inspiring Youth through Humanity’s Greatest Adventure project (FPMPM) as a way to produce and share high-quality informal engineering education opportunities about the topic of human space travel to Mars. The grant involved the creation of two products that address human space travel to Mars: an immersive full-dome planetarium show and a hands-on engineering design challenge. To evaluate the grant work, the Research & Evaluation Department at the Museum of Science, Boston conducted a
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TEAM MEMBERS: Annette Sawyer Katie Todd Leigh Ann Mesiti Alex Lussenhop Keith Allison
resource evaluation Public Programs
Exploration Place, with funding from the National Aeronautics and Space Administration (NASA), contracted RK&A to conduct a summative evaluation of Design Build Fly, an exhibition and program series that explores what happens behind-the-scenes in Wichita’s aircraft plants. The goals of the study were to identify how visitors use the exhibition, explore what meaning visitors make from Design Build Fly, and understand to what extent visitors’ meaning-making aligns with intended outcomes. How did we approach this study? RK&A conducted timing and tracking observations of visitors to the
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resource project Media and Technology
This cooperative agreement will support the Tech Museum of Innovation (The Tech) in San Jose, California in acquiring SOS-related hardware and software, as well as providing the technical support to facilitate the installation of SOS in The Tech's Exploration Gallery in 2005-2006. Science On a Sphere will be the focal point of The Tech Museum's newly renovated Explorations gallery. The dramatic sphere will draw visitors to the center of the 8,000 square-foot space. Hands-on experiences around the sphere will engage visitors in meaningful explorations of NOAA data. The Tech Museum will apply its exhibit and program development expertise to make SOS accessible to people of all ages, backgrounds, and educational levels. All panel text, audio, and captions will be presented in both English and Spanish to allow greater accessibility for local audiences. The Tech's SOS system will focus on three topics of great interest to Californians: Earthquakes, Ocean, Space. NOAA data will enable us to showcase the technology that is used to measure, monitor, and track environmental changes in our world. We hope to further address the potential of data modeling to aid in predicting the future state of the environment based on our actions. The Tech is also opening a new environment exhibition, Green By Design (GBD) in 2006. This exhibit focuses on how sustainable design and technological innovation offer potential solutions to many of our global environmental challenges. SOS will provide a compelling centerpiece to support the educational purpose of this gallery as it effectively illustrates how data collected with remote sensing technologies are helping us understand and make predictions about our dynamic environment and the future of our planet. SOS will illustrate how these data collecting technologies assist us in developing our knowledge about our planet and its solar system.
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TEAM MEMBERS: Greg Brown
resource evaluation Media and Technology
Pacific Science Center (Science Center) has been a pillar of science education programming in Seattle, Washington since 1962. Through interactive exhibits, planetarium shows, IMAX movies and outreach, the Science Center works to inspire a lifelong interest in science, math and technology. In 2010, the Science Center joined forces with the National Aeronautics and Space Administration (NASA) through NASA Now: Using Current Data, Planetarium Technology and Youth Career Development to Connect People to the Universe. NASA Now was designed to increase the awareness, knowledge and understanding of
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resource evaluation Exhibitions
The Science Museum of Minnesota (SMM) engaged Rockman et al (REA) to conduct a summative evaluation of the museum’s Journey to Space (Space) exhibit. Space is a large-scale traveling exhibition that simulates a journey to the International Space Station (ISS), allows visitors to explore the physical properties of low gravity environments, and introduces some of the engineering and technology that makes it possible to live and work in space. This exhibit is a collaborative project led by SMM, the California Science Center and the three other members of the Science Museum Exhibit Collaborative
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TEAM MEMBERS: J Shipley Newlin Jr Molly Reisman Nissa Kirtman Scott Burg
resource project Media and Technology
Discover NASA is the Discovery Museum’s endeavor to engage students in grades K through 12 as well as members of the general public in innovative space science and STEM-focused learning through the implementation of two modules: upgrades to the Challenger Learning Center, and the creation of K through 12 amateur rocketry and spacecraft design programming. The programming will be piloted at the Discovery Museum and Planetarium, and at the Inter-district Discovery Magnet School and the Fairchild-Wheeler Multi-Magnet High School, with an additional strategic partnership with the University of Bridgeport, which will provide faculty mentors to high school seniors participating in the rocketry program. Through these two modules, the Discovery Museum and Planetarium aims to foster an early interest in STEM, increase public awareness about NASA, promote workforce development, and stimulate an interest in the future of human space exploration. Both modules emphasize design methodologies and integration of more advanced space science into the STEM curriculum currently offered by Discovery Museum to visitors and public schools. The Challenger Learning Center upgrades will enable the Museum to deliver simulated human exploration experiences related to exploration of the space environment in Low Earth Orbit and simulated human exploration of Moon, Mars, and beyond, which will increase public and student awareness about NASA and the future of human space exploration. The development of an amateur rocketry and spacecraft development incubator for education, the general public, and commercial space will stimulate the development of key STEM concepts.
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TEAM MEMBERS: Alan Winick
resource project Media and Technology
NOVA Labs (pbs.org/nova/labs) is a free digital platform that engages teens and lifelong learners in activities and games that foster authentic scientific exploration. From building RNA molecules and designing renewable energy systems to tracking cloud movements and learning cybersecurity strategies, NOVA Labs participants can take part in real-world investigations by visualizing, analyzing, and playing with the same data that scientists use. Each Lab focuses on a different area of active research. But all of them illustrate key concepts with engaging and informative videos, and guide participants as they answer scientific questions or design solutions to current problems. Supporting pages on each Lab site explain the purpose and functions of the Lab, help teachers incorporate it into their classrooms, foster collaboration between users, and help users make connections to the broader world of STEM. Users are encouraged to explore potential career paths through “Meet the Scientists” profiles, and to obtain information about local and national STEM resources.
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TEAM MEMBERS: NOVA Brooke Havlik
resource research Exhibitions
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. STAR Library Education Network (STAR_Net) is a national program led by the Space Science Institute’s National Center for Interactive Learning (NCIL). STAR stands for Science-Technology Activities and Resources (www.starnetlibraries.org). Core partners include the American Library Association, Lunar and Planetary Institute, and the National Girls Collaborative Project. Other partners include the National Academy of Engineering, Engineers Without Borders-USA, IEEE-USA, the National Renewable Energy Lab, American Geophysical
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TEAM MEMBERS: SPACE SCIENCE INSTITUTE/National Center for Interactive Learning Paul Dusenbery
resource project Public Programs
Stennis Space Center (SSC) Office of Education and Visitors Center provided relevant education activities and experiences for teachers, students, and the general public. Activities included partnerships with INFINITY Science Center, 4-H of Mississippi, the Boys & Girls Club of America, development and delivery of educator professional development workshops that meet national curriculum standards; inquiry-based activities that emphasized the International Space Station, robotics, aeronautics, and propulsion testing; and development and installation of an interactive exhibit at the Infinity Science Center. The opening of the Infinity Science Center at Stennis Space Center in April 2012 allowed a new opportunity for SSC to partner and expand NASA’s outreach. A commercial-grade playground was professionally installed at the Infinity Science Center, along with OSHA-approved safety matting. The goal of the project was to utilize a commercially available playground and add graphics and quiz-based activities modifications enabling young visitors to INFINITY at NASA Stennis Space Center, the official visitor center for Stennis Space Center, to have an interactive, yet educational, experience.
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TEAM MEMBERS: Joy Smith