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resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning 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, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
resource project Media and Technology
This Innovations in Development project is funded by the Advancing Informal STEM Learning 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, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

Quantum information science (QIS) is an emergent cross-disciplinary field at the interface of physics, computer science, materials science, and engineering. Yet, there are few educational programs that encourage young people to explore QIS and understand its applications and societal benefits. Such programs are critical for supporting the growth of a quantum-ready workforce. Building intuition is a foundational first step but this is challenging because quantum effects are neither visible to the naked eye, nor experienced in everyday life. This project will create a suite of accessible, engaging digital games for middle schoolers, and study their effectiveness in cultivating intuition around QIS. Relating QIS concepts to common game mechanics is designed to increase students’ confidence in their QIS knowledge, reduce their fear of tackling such a subject, and consider pursuing a career in this field or another STEM area. The game-driven design appeals to a broad population beyond the age groups studied. Moreover, the deliverables will be freely available online, which allows anyone with a phone or computer and internet access a way to learn about QIS in an engaging, play-based environment. The program will partner with teacher organizations and other community groups to share the games, maximizing the project’s impact.

The project is guided by the QIS Key Concepts developed in 2020, as well as research and best practices on gamification of learning. The games will be designed for 6th-8th grade students in an informal setting, focusing on the concepts of probability, superposition, and role of measurement. A game world titled "Quander" will include videos that explicitly tie game experiences to QIS concepts and applications. The project will evaluate students' understanding after playing the games and watching the videos, how they engage with aspects of the games, and how the game impacted their interest in QIS. The project data will advance understanding of how to facilitate QIS informal learning experiences in ways that engage young audiences in QIS and similar abstract emerging areas of technology where current research is scant. This project represents one of the first efforts to teach QIS concepts in ways that connect directly to young learners’ play-based experiences. Data gathered from the project will help future program designers understand the ability of young learners to reason about QIS concepts such as measurement, superposition and probabilities in game contexts, providing insights to the ages at which students are ready for more technical content.
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TEAM MEMBERS: Diana Franklin Emily Edwards Danielle Harlow
resource project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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: Scott Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
resource project Media and Technology
Production of an augmented reality app for the Cahokia Mounds historic site and a complementary website.

This project is to produce an augmented reality application for Cahokia Mounds State Historic Site. This experience will enable visitors to see structures, people, and other features of this ancient site through the lens of their smartphone or tablet. There will be extra audio and vision opportunities loaded to the experience as well as a complementary website. The website will include curriculum for school use. Cahokia Mounds State Historic Site is a UNESCO World Heritage and US National Historic Landmark. This project will greatly enhance the visitor's experience and bring awareness of the site.
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TEAM MEMBERS: Jack Kerber
resource research Media and Technology
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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TEAM MEMBERS: Jose Bidarra Meagan Rothschild Kurt Squire
resource research Media and Technology
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
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TEAM MEMBERS: Jose Bidarra Megan Rothschild Kurt Squire Mauro Figueiredo
resource research Media and Technology
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
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TEAM MEMBERS: Constance Steinkuehler Kurt Squire
resource research Media and Technology
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people
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TEAM MEMBERS: Simona Cerrato Francesca Rizzato Lucia Tealdi Elena Canel
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Ross Higashi
resource research Media and Technology
“Reclaiming Digital Futures” is a free guide and associated website for youth organizations to use as they integrate digital learning into their programming and practices. The report is available at DigitalLearningPractices.org. The report and the associated DigitalLearningPractices.org site contain a cross-section of resources to aid organizations and educators in developing quality programming that integrate technology and youth development. Rather than focusing on efforts to help youth become fluent and skilled in uses of technology simply for the sake of meeting predetermined standards
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TEAM MEMBERS: Rafi Santo June Ahn Juan Pablo Sarmiento
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource evaluation Media and Technology
This report summarizes evaluative findings from Computational Thinking in Ecosystems project, and the resulting product, i.e., a functional draft of a game called “The Pack.” Evaluative efforts included gathering feedback from key stakeholders—including members of the design based research (DBR) team members at the New York Hall of Science (NYSCI) along with advisors and project partners— about the game and the DBR process, as well as an independent assessment of the game via feedback from educators and a round of play-testing with youth.
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TEAM MEMBERS: Jennifer Borland