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resource project Public Programs
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS: Denise Smith Gordon Squires Kathy Lestition Anya Biferno Lynn Cominsky
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource research Media and Technology
The aim of the study was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context. The 146 participants were 11- to 13-year-old Finnish pupils visiting a science centre exhibition. The data, which consisted of both cognitive tasks and self-report questionnaires, were collected using a pre- post-test design and were analysed by SEM path-analysis. The results showed that AR-technology experience was beneficial for all, but especially for the lowest-achieving group and for the girls. In general, pre
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TEAM MEMBERS: Hannu Salmi Helena Thuneberg Mari-Pauliina Vainikainen
resource project Media and Technology
Purpose: This project team will develop and test Zaption, a mobile and desktop platform designed to support educators in effectively and efficiently utilizing video (e.g., from YouTube, Vimeo, or their own desktop) as an interactive teaching and learning object. Personalized learning devices (e.g., smartphones, tablets) populated with video content provide opportunities for students to access educationally-meaningful content anywhere and anytime. Yet, video has yet to realize its potential as a learning tool in or out of the classroom. One reason for this is that watching video can be a passive experience for students, whereas learning requires active engagement. A second reason is that even if students are actively engaged while watching a video, there is no easy way to elicit student responses to a video. And finally, there is no easy way to feed student responses to teachers as formative assessment data to guide subsequent instruction.

Project Activities: During Phase I, (completed in 2014), the team expanded a pre-existing prototype by building a mobile app to enable anytime use and increase its functionality for teachers. At the end of Phase I, pilot research with 150 students in 7 classrooms demonstrated that the prototype operated as intended, teachers were able to integrate the videos within instructional practice, and students found the mobile app helpful and engaging. In Phase II, the team will add additional components to the prototype and will develop content-specific modules for use in high school physics classes. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Zaption for supporting student's physics learning. The study will include 32 Grade 10 physics classrooms, half of whom will be randomly assigned to use Zaption and half of whom will follow business as usual procedures. Analyses will compare pre-and-post scores of student's physics learning.

Product: Zaption will be a mobile and web-based platform to support the use of any video (e.g., from YouTube, Vimeo, or their own desktop) as a teaching and learning tool. Zaption will include an authoring engine where users can find and select video clips and easily insert interactive elements such as questions, discussions, and annotations into the videos. Users will then publish videos directly on Zaption's website, or on any learning management system or classroom website. Students will be able to view videos as homework or in class, respond individually to the questions and prompts, and get feedback on their responses. Teachers will use Zaption Analytics to receive immediate and actionable data showing whether students actually watched and engaged with a video, and how students responded to the questions and prompts.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
Well-designed educational games represent a promising technology for increasing students interest in and learning of STEM topics such as physics. This project will research how to optimally combine and embed dynamic assessment and adaptive learning supports within an engaging game design to build effective educational games. The project will add enhancements to a physics game called Physics Playground. The general goal of this research is to test a valid methodology that can be used in the design of next-generation learning games. The enhancement of Physics Playground will leverage the popularity of video games to capture and sustain student attention and teach physics to a much broader audience than is currently the case in traditional physics classrooms. To be most effective, this new genre of learning games needs to not only be highly engaging as a game but also to provide real-time assessment and feedback to students; support understanding of science content (i.e.,Newtonian physics); be accessible to beginners; accommodate a range of proficiencies and interests; and support equity. The research will have particular relevance to designers developing other science games and simulation by providing information about the kinds of learning supports and feedback to students are most effective in promoting engagement and learning. The project is supported by the Cyberlearning and Future Learning Technologies Program, which funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively.

The project will systematically develop, test, and evaluate ways to integrate engaging, dynamic learning supports in Physics Playground to teach formal conceptual physics competencies. More generally, the project aims to advance the learning sciences, particularly in the fields of adaptivity and assessment in educational technology. Using a design-based research approach spanning three years, the research team will: (1) develop and test the effectiveness of various learning support features included in the game in Year 1; (2) develop and test an adaptive algorithm to manage the progression of difficulty in game levels in Year 2; and (3) test learning supports and adaptive sequencing in a controlled evaluation study. This research will provide evidence of the instructional effectiveness of an educational game designed using principles of instructional, game, and assessment design. It will advance understanding of the contributions of different kinds of learning supports (e.g., visualizations and explanations) and adaptivity to game-based learning and contribute to the design of next-generation learning games that successfully blur the distinction between assessment and learning. The project will generate research findings that can be incorporated into other types of STEM learning games.
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TEAM MEMBERS: Valerie Shute Russell Almond Fengfeng Ke
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona
resource research Media and Technology
STEM Pathways is a collaboration between five Minnesota informal STEM (science, technology, engineering, and mathematics) education organizations—The Bakken Museum, Bell Museum of Natural History, Minnesota Zoo, STARBASE Minnesota, and The Works Museum—working with Minneapolis Public Schools (MPS) and advised by the Minnesota Department of Education. STEM Pathways (logo shown in Figure 1) aims to provide a deliberate and connected series of meaningful in-school and out-of-school STEM learning experiences to strengthen outcomes for students, build the foundation for a local ecosystem of STEM
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TEAM MEMBERS: Steven Walvig Beth Murphy Melanie Peters Abby Moore
resource project Professional Development, Conferences, and Networks
QuarkNet is a national program that partners high school science teachers and students with particle physicists working in experiments at the scientific frontier. These experiments are searching for answers to fundamental questions about the origin of mass, the dimensionality of spacetime and the nature of symmetries that govern physical processes. Among the experimental projects at the energy frontier with which QuarkNet is affiliated is the Large Hadron Collider, which is poised at the horizon of discovery. The LHC will come on line during the 5-years of this program. QuarkNet is led by a group of teachers, educators and physicists with many years of experience in professional development workshops and institutes, materials development and teacher research programs. The project consists of 52 centers at universities and research labs in 25 states and Puerto Rico. It is proposed that Quarknet be funded as a partnership among the ESIE program of EHR; the Office of Multidisciplinary Activities and the Elementary Particle Physics Program (Division of Physics), both within MPS; as well as the Division of High Energy Physics at DOE.
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TEAM MEMBERS: Mitchell Wayne Randal Ruchti Daniel Karmgard
resource research Exhibitions
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The project studied middle-school students using the Waves exhibit in order to understand how interacting with functional metaphors in a mixed reality environment impacts conceptual change, motivation, and scientific habits of mind while engaged in learning physics content.
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TEAM MEMBERS: Eileen Smith
resource project Public Programs
Pacific Science Center will expand its Science, Technology, Engineering and Math—Out-of-School Time (STEM-OST) model to new venues in the Puget Sound region to improve science literacy and increase interest in STEM careers for youth. STEM-OST brings hands-on lessons and activities in physics, engineering, astronomy, mathematics, geology, and health to elementary and middle school children in underserved communities throughout the summer months. The center will modify lessons and activities to serve students in grades K-2, align the curriculum with the Next Generation Science Standards, and increase the number of Family Science Days and Family Science Workshops offered to enhance parent involvement in STEM learning. The program will employ a tiered mentoring approach with outreach educators, teens, and education volunteers to increase interest in STEM content and provide direct links between STEM and workforce preparedness.
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TEAM MEMBERS: Ann McMahon