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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 research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Ibrahim Dahlstrom-Hakki Jamie Larsen Adam Lalor
resource evaluation K-12 Programs
In fall 2019, the Bell Museum received funding via a NASA TEAM II grant to create Mars: The Ultimate Voyage, a full-dome planetarium show and accompanying hands-on activities that focus on the interdisciplinary roles that will be needed to send humans to Mars. This report from Catalyst Consulting Group presents the findings from the summative evaluation completed in March–May 2023.
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TEAM MEMBERS: VERONICA DEL BIANCO Maren Harris Karen Peterman
resource project Public Programs
The Children's Museum of Wilmington will renew and expand its STEM All-Stars program for at-risk and underserved youth to enhance and apply their knowledge of STEM concepts in a fun, safe, and contemporary learning environment. Twice per month from January through May in 2019 and 2020, a third-grade class will visit the Children's Museum of Wilmington for two-to-one student to faculty ratio workshops exploring states of matter, the wonders of the solar system, various science career paths, and more through activities which complement the NC Science Standard Curriculum. Students will document their workshop experiments, hypotheses, and findings in personal journals. Project goals include improving students' competence in STEM concepts, nurturing student enthusiasm for STEM subjects, and encouraging students to pursue careers in STEM-related areas. Teachers will be asked to participate in two assessments per year to evaluate the STEM All-Stars' impact on student interest and learning.
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TEAM MEMBERS: Kelsey Peterson
resource research Public Programs
Children and their families are practicing STEAM (Science, Technology, Engineering, Arts, and Math) skills through a library program. Hand-crank generators and LED bulbs are set out on each of the tables, along with two types of dough—conductive play dough and insulating modeling clay.
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TEAM MEMBERS: Brooks Mitchell Claire Ratcliffe Keliann LaConte
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
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TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
resource evaluation Public Programs
Summary Girlstart’s mission is to increase girls’ interest and engagement in STEM through innovative, nationally-recognized informal STEM education programs. Girlstart examines in this report how STEM education directed toward elementary school girls influences long-term readiness and participation to math and science learning. This report compares Girlstart After School participants’ academic performance to nonparticipant performance. Specifically, it examines how Girlstart After School influences science STAAR performance and course enrollment in subsequent elementary and early middle
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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 research Media and Technology
Technology has dramatically changed learning opportunities in planetaria. In this paper, Plummer and Small examine planetarium professionals’ goals for their audiences and their pedagogical choices. The findings indicate that planetarium professionals place a high value on teaching interactively to achieve their primary goal of increased science interest and learning.
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resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource project Public Programs
A partnership between Carthage College and the Appalachian Mountain Club has delivered a successful public education and outreach program that merges natural environment topics and astronomy. Over the four years of activity, over 25,000 people have received programming. The effort has trained nature educators, permanent and seasonal AMC staff, and undergraduate physics and astronomy students to integrate diverse topical material and deliver high quality programming to the lay public. Unique to the program is the holistic nature of the material delivered - an 'atypical' astronomy program. Linking observable characteristics of the natural world with astronomical history and phenomena, and emphasizing the unique sequence of events that have led to human life on Earth, the program has changed attitudes and behaviors among the public participants. Successful interventions have included hands-on observing programs (day and night) that link nature content to the observed objects; table-talk presentations on nature/astronomy topics; dark skies preservation workshops; and hands-on activities developed for younger audiences, including schools, camps, and family groups. An extensive evaluation and assessment effort managed by a leading sociologist has demonstrated the effectiveness of the approach, and contributed to continuous improvement in the program content and methods.
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TEAM MEMBERS: Douglas Arion