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resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Exhibitions
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 study will capitalize on the increased availability and affordability of immersive interactive technologies, such as Augmented Reality devices and virtual characters, to investigate their potential for benefitting STEM learning in informal museum contexts. This project will combine these technologies to create an Augmented Reality experience that will allow middle-school youth and their families to meet and assist a virtual crew on a historic ship at the Independence Seaport Museum in Philadelphia. The players in this game-like experience will encounter technologies from the turn of the 20th century, including steam power, electricity, and wireless communication. Crew members and technologies will be brought to life aboard the USS Olympia, the largest and fastest ship in the US Navy launched in 1892. The historic context will be positioned in relation to current day technologies in ways that will enable a change in interest towards technology and engineering in middle school-age youth. This will result in a testbed for the feasibility of facilitating short-term science, technology, engineering and mathematics (STEM) identity change with interactive immersive technologies. A successful feasibility demonstration, as well as the insights into design, could open up novel ways of fostering STEM interest and identity in informal learning contexts and of demonstrating the impact of this approach. The potential benefit to society will rest in the expected results on the basic science regarding immersive interactive technologies in informal learning contexts as well as in demonstrating the feasibility of the integrated approach to assessment.

This project will use a living lab methodology to evaluate interactive immersive technologies in terms of their support for STEM identity change in middle-school age youth. The two-year design-based research will iteratively develop and improve the measurement instrument for the argument that identity change is a fundamental to learning. A combination of Augmented Reality and intelligent virtual agents will be used to create an interactive experience--a virtual living lab--in an informal museum learning exhibit that enables change interests towards technology and engineering and provides short-term assessment tools. In collaboration with the Independence Seaport Museum in Philadelphia, the testbed for the approach will be an experience that brings to life the technologies of the early 20th century aboard a historic ship. Through the application of Participatory Action Research techniques, intelligent virtual agents interacting with youth and families will customize STEM information relating to the ship's mission and performance. Topics explored will make connections with current day technologies and scientific understanding. Mixed-methods will be used to analyze interactions, interview and survey data, will form the basis for assessing the impact on youth's STEM interests. The elicitation method specifically includes assessment metrics that are relevant to the concept of learning as identity change. This assessment, through immersive interactive technologies, will target the priority areas of engagement in STEM as well as the measurement of outcomes.
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TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource project Media and Technology
The Virginia Institute of Marine Science (VIMS) and The Watermen's Museum, Yorktown, VA, will produce an underwater robotics research and discovery education program in conjunction with time-sensitive, underwater archeological research exploring recently discovered shipwrecks of General Cornwallis's lost fleet in the York River. The urgency of the scientific research is based upon the dynamic environment of the York River with its strong tidal currents, low visibility, and seasonal hypoxia that can rapidly deteriorate the ships, which have been underwater since 1781. Geophysical experts believe that further erosion is likely once the wrecks are exposed. Given the unknown deterioration rate of the shipwrecks coupled with the constraints of implementing the project during the 2011-2012 school-year, any delays would put the scientific research back at least 18 months - a potentially devastating delay for documenting the ships. The monitoring and studying of the historic ships will be conducted by elementary through high school-aged participants and their teachers who will collect the data underwater through robotic missions using VideoRay Remotely Operated Vehicles (ROVs) and a Fetch Automated Underwater Vehicle (AUV) from a command station at The Watermen's Museum. Students and teachers will be introduced to the science, mathematics, and integrated technologies associated with robotic underwater research and will experience events that occur on a real expedition, including mission planning, execution, monitoring, and data analysis. Robotic missions will be conducted within the unique, underwater setting of the historical shipwrecks. Such research experiences and professional development are intended to serve as a key to stimulating student interest in underwater archeological research, the marine environment and ocean science, advanced research using new technologies, and the array of opportunities presented for scientific and creative problem solving associated with underwater research. A comprehensive, outcomes-based formative and summative, external evaluation of the project will be conducted by Dr. L. Art Safer, Loyola University. The evaluation will inform the project's implementation efforts and investigate the project's impact. The newly formed partnership between the Waterman's Museum and VIMS will expand the ISE Program's objectives to forge new partnerships among informal venues, and to expand the use of advanced technologies for informal STEM learning. Extensive public dissemination during and after the project duration, includes but is not limited to, hosting an "Expedition to the Wrecks" web portal on the VIMS BRIDGE site for K-12 educators providing real-time results of the project and live webcasts. The website will be linked to the education portal at the Association for Unmanned Vehicle Systems International, the world's largest organization devoted to promoting unmanned systems and to the FIRST Robotics community through the Virginia portal. The website will be promoted through scientific societies, the National Marine Educators Association, National Science Teachers Association, and ASTC. Links will be provided to the Center for Archeological Research at the College of William and Mary and the Immersion Presents web portal--consultants to Dr. Bob Ballard's K-12 projects and JASON explorations. The NPS Colonial National Historic Park and the Riverwalk Landing will create public exhibits about the shipwreck's archeological and scientific significance, and will provide live observation of the research and the exploration technologies employed in this effort.
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TEAM MEMBERS: Mark Patterson
resource research Public Programs
Through a critical ethnography, Birmingham and Calabrese Barton examined why and how a group of six middle school girls took civic action, defined as “educated action in science,” after studying green energy in an afterschool science program. The paper follows the students’ process in planning and implementing a carnival to engage their community in energy conservation and efficiency issues.
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TEAM MEMBERS: Melissa Ballard
resource research Public Programs
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques, which utilized ubiquitous computer technology, to stimulate active participation, involvement and learning by children visiting a museum. Key stakeholders, such as museum curators and docents, were involved throughout the process of creating the exhibition
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TEAM MEMBERS: Tony Hall L. Banon
resource research Public Programs
This research study reports on the evaluation of the outcome and impact of learning as a result of the implementation of Education Programme Delivery Plans in 69 museums in the nine regional museum hubs in England during September, October and November 2005. This is the second study of the impact of learning achieved through museum school services which have been funded through the Renaissance in the Regions programme, which provides central government funding to museums in the English regions. The first study 'What did you learn at the museum today?' was carried out in 2003. The findings of
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TEAM MEMBERS: Eilean Hooper-Greenhill Jocelyn Dodd Lisanne Gibson Martin Phillips Ceri Jones Emma Sullivan
resource research Media and Technology
Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic or political engagement. This volume examines the relationship of online action and real-world politics. The contributors discuss not only how online networks might inspire conventional political participation but also how creative uses of digital technologies are expanding the boundaries of politics
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TEAM MEMBERS: W. Lance Bennett
resource project Media and Technology
The Museum of Science and Industry will develop "Genetics: Decoding Life," a 4325 sq. ft. permanent exhibit about the basic principles of genetics, the Human Genome Project, new tools and technology to study life, and the biomedical and biotech applications resulting from genetic information. As a result of interacting with this exhibit, visitors will understand the basic principles of genetics, they will become familiar with the role of genes in the development of life, they will learn something about how and why scientists used genetic tools, and visitors will become aware of applications of these principles and the potential social, ethical, medical and economic outcomes. In addition to the exhibit there will be a number of complementary outreach programs. An electronic web site will be created, software used in the exhibit will be modified into a format suitable for use in schools, computers loaded with genetic programs will be loaned to Chicago public school groups, churches and other community agencies, and the content of the exhibit will be used to enhance special Lamaze and prenatal classes held at the museum. Special consideration will be given to developing the relationship between the project personnel and the staff of the Chicago Systemic Initiative. They will work together to produce a school program about genetics that will be suitable for grades 5 to 8. School materials will include a teacher's guide for the exhibit, a program of classroom activities, and materials to be used before and after a trip to the museum to see the exhibit.
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TEAM MEMBERS: Barry Aprison
resource project Media and Technology
The Lawrence Hall of Science proposes to develop a major public education program, including a traveling exhibition, two planetarium programs, a play, and a kit for schools entitled "Columbus' Great Experiment." Emphasizing science and technology, Columbus' first voyage is portrayed as an experiment aimed at testing the hypothesis (based on doubtful evidence) that sailing to the west was a more practical way of reaching the Indies than by sailing east around the Horn of Africa. As with many scientific experiments, the results were quite different from what the experimenter had in mind: instead of finding a sea route to the Indies, Columbus vastly expanded knowledge about our planet and spurred developments in science and technology. These events occurred within a social and cultural context that were critical to the development of modern science, and resulted in far-reaching changes in the population and ecology of the world which continue today. The National Endowment for the Humanities has recently awarded a grant for the development of the exhibits. The present proposal requests that NSF join with NEH to complete and expand the project, by funding: a) components of three additional copies of the exhibition to be constructed by other museums, thus expanding the public audience to 19 million visitors; b) two participatory planetarium programs; c) a play about the scientific aspects of Columbus' voyage; and d) school kits that will enable teachers to present the most important ideas embodied in the exhibition to students who are unable to view the exhibition at a science center. Interest in these programs will peak around Columbus Day, 1992, we anticipate that the materials will be sufficiently interesting, informative, and entertaining to be used for many years to come.
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TEAM MEMBERS: Cary Sneider Jennifer White
resource project Exhibitions
John Carroll University, Cleveland's International Women's Air and Space Museum and Cleveland Public Schools are partnering in a three-year project to provide a cross-age, collaborative exhibit development experience to increase young peoples' science understanding and interest in science and teaching careers. The program exposes 120+ high school and undergraduate women to the skills of educational program planning and implementation. Content includes science, technology, engineering and math related to flight, and the history and role of women in flight related careers. The project proposes a highly supportive learning environment with museum, science and education experts working alongside students at secondary and undergraduate levels to design exhibits that will meet the interest and needs of the museum, and the young children and families from Cleveland schools who visit. Through qualitative and quantitative methods, the evaluation will measure change in participant career interests, content understanding and perception of science, technology, engineering and math subjects, and skill development in presenting these concepts to public audience members. Public and professional audience experiences will also be evaluated. More than nine hundred local elementary school age children, their families and 15,000 general public audience members will participate in student-designed, museum-based exhibits and programs. Deliverables include a model for university/museum partnerships in providing exhibit development and science learning experiences, three team-developed permanent exhibits about flight and women in science, a set of biographies about women and flight in DVD format and three annual museum based community events. The model program will be informed by national advisors from museum/university partners across the United States who will attend workshops in connection with the projects public presentations in years one and two. These meetings will both provide opportunities to reflect on the program progress and to develop new strategies in the evolution of the program design. Workshop participants will develop plans to implement similar programs in their home locations, impacting another layer of public audiences. The transferability of the model to these new sites will be measured in year three of the proposal. An additional 25,000 participants are expected to be impacted in the five years following the grant period. Beyond the implementation sites, the model's impact will be disseminated by the PI and participants in the program through peer reviewed journals and presentations at national conferences.
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TEAM MEMBERS: Gregory DiLisi
resource project Media and Technology
WGBH will develop, produce, and distribute a comprehensive project that will review science of the twentieth century. The major components of the project will be a series of five, two-hour, prime time documentary programs for PBS, an outreach campaign to involve the public through informal and formal science education institutions and organizations, material for use in formal classrooms, and a science museum component. The focus of the series will be to review the science of the twentieth century by telling the dramatic story of the struggle to understand ourselves and our world over the past 100 years -- a time when science advanced further than in previous eras combined and when scientific discipline underwent a revolution. However, because at the close of the century there is an ever-widening gap between what scientists know and what most of the public comprehends, the series will explore the century's most enduring scientific endeavors with each two-hour program probing several related fields of investigation and application: views of the universe and of matter; origins of the Earth and of life; health, medicine, and the human body; human nature and behavior; and technology and engineering. It will offer viewers an opportunity to view 100 years of scientific pursuits as a whole, to recast their perceptions of science and scientists, and to be intrigued and inspired by a view of science as a never-ending and deeply human quest for answers and solutions. The outreach component of the project include: Video-based Components - videocassettes of the series, video modules selected for classroom use, level one videodiscs, and a prototype for a CD-ROM for home learning. A Discovery Challenge Activity - a national campaign targeted primarily for girls and boys 11-14 years of age. The two-phase activities will be offered through middle school science and social studies classes; through youth groups such as Girls Inc., Family Science Programs, 4-H, and Girls and Boys Clubs; at museums and science centers; and through other informal education outlets. Activities will be designed so they can be undertaken by youth with a wide range of interests, learning styles, and skills. Print Components - teacher's guide, video module activity guide, videodisc guide, poster, and a companion trade book. On-line Component - an electronic bulletin board and e-mail center related to the project. Public access sites will be established in libraries, community centers, and schools throughout the country and members of the public with home computers will be able to connect to WGBH at no cost. Service and activities offered on-line will include the ability of viewers to critique programs, ask questions of the production team, download educational materials, and ordering project material. The bulletin board will provide an electronic forum for educators to exchange strategies and ideas as they use the project's resources and enable participants in the Discovery Challenge to tap into the on-line resources and share information. The on-line component will be managed and controlled at WGBH. Museum Component - consisting of a museum tool kit and activities to be incorporated Science-by-Mail. Paula Apsell, executive producer for NOVA and director of the WGBH Science Unit, will serve as executive-in-charge of production. Jon Palfreman will be executive producer and will head up a project team consisting of the executive editor, Thomas Friedman, a senior producer, and two producers. Outreach activities will be the responsibility of Beth Kirsch, Director of Educational Print and Outreach, and Simone Bloom, Outreach Manager.
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TEAM MEMBERS: Paula Apsell Thomas Friedman Jon Palfreman
resource project Public Programs
Voyage of Discovery is a comprehensive and innovative project designed to provide K-12 youth in Baltimore City with an introduction to mathematics, engineering, technology, environmental science, and computer and information science, as it relates to the maritime and aerospace industries. The Sankofa Institute, in partnership with the Living Classrooms Foundation and a host of marine, informal science, community, and educational organizations, collaborate to make science relevant for inner-city youth by infusing science across the curriculum and by addressing aspects of history and culture. Youth are introduced to historical, current, and future innovations in shipbuilding as a means to learn the science, mathematics, and history associated with navigation, transportation, environmental science, and shipping. Activities will take place at the Frederick Douglass-Isaac Myers Maritime Park and Museum where students participate in intensive afterschool, Saturday, and summer sessions. Families are invited for pre-session orientation meetings and again at the end of each session to observe student progress. This project will provide over 3,900 K-12 youth with the opportunity to learn mathematics (algebra, geometry, and trigonometry), physics (gravity, density, mechanics), design, and estuarine biology while participating in hands-on sessions. Project deliverables include a 26-foot wooden boat, a working model of a dirigible, a submarine model, and pilot control panel models, all constructed by students and subsequently incorporated into exhibits at the USS Constellation Museum. The project also results in the production of two curricula--one each on celestial navigation and propulsion. Voyage of Discovery informs the literature on inquiry-based informal science education programs and strategies to engage minority and low-income youth in learning science and technology.
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TEAM MEMBERS: Sandra Parker Scott Raymond