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resource project Professional Development, Conferences, and Networks
The informal science education (ISE) sector has an important role to play in addressing current societal issues, including changes in environmental conditions, systemic poverty, and societal responses to natural and manmade disasters. These complex social problems require engaging all sectors of society in deep discussions around science, engineering, technology, and mathematics (STEM) and inclusion, diversity, equity, and access (IDEA). To do this, ISE professionals need training in how to bring in diverse perspectives, support inclusive learning, and provide equal access to institutional policymaking, practices and systems. People from different backgrounds within informal science institutions (ISIs) and local communities bring new perspectives, identify new needs, and foster innovation. This broadening of perspectives is critical to address the complex social problems of the 21st century. A key part of the needed transformations in informal science institutions is the preparation of change agents within the ISE sector capable of reimagining what just and equitable informal science institutions might look like. iPAGE 2.0 is an NSF Advancing Informal STEM Learning (AISL) Innovations in Development project conducted by the Science Museum of Minnesota and the Garibay Group in concert with 27 ISIs from across the US. The overarching goal of the project is to support transformative change toward IDEA in the ISE sector. The project is based on an extension service model of knowledge diffusion which seeks to bridge the knowledge-to-action gap by creating intermediaries that can translate research into practical innovations that can be used by practitioners in ISIs. The project brings together teams of strategically placed individuals within ISIs and prepares them to work with their colleagues to enact research-based practices and practical organizational changes toward greater equity and diversity. This project is funded by the AISL 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.

This ISE professional development initiative will work with annual first-year cohorts consisting of leadership teams from 4-6 ISIs. Each new cohort will spend 11 days together in a 5-day institute and three 2-day colloquia either virtually or at the Science Museum of Minnesota. Individuals and teams will adapt, implement, and refine ideas, strategies, and tools from the iPAGE 2.0 framework for use within their specific ISI context and broader professional networks and engage in ongoing communication and consultation with the iPAGE 2.0 community. All individuals on the team will develop skills, such as communication and collaboration expertise, to function as change agents acting to transform their organizations with respect to inclusion, diversity, equity, and access (IDEA) in STEM. Participants from previous cohorts will continue their roles as change agents and enhance learning in the iPAGE 2.0 community by sharing what they have learned at iPAGE 2.0 colloquia. The iPAGE 2.0 framework focuses on developing participants' understanding of 1) how structural inequalities function to reproduce social advantage and disadvantage within ISIs and the ISE sector; 2) the barriers, supports, and transmission vectors that contribute to or inhibit a continued shift in the sector toward IDEA within a network of practitioners, organizations, evaluators and researchers; and 3) how to prepare and support diversity change agents within the network. The project will employ a creative evaluation approach that combines developmental, principles-focused, arts-based, and transformative evaluation and an interactive, mixed-methods research study grounded in culturally responsive methodologies to address central questions concerning individual, organizational, and sector change. The project's primary audience is ISE professionals, and the secondary audience is researchers and evaluators working within the ISE sector. The project will work directly with an estimated 122 individuals from 27 ISIs.

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: E. Liesl Chatman Cecilia Garibay
resource project Public Programs
This AISL Pilots and Feasibility project will study the data science learning that takes place as members of the public explore and analyze open civic data related to their everyday lives. Government services, such as education, transportation, and non-emergency municipal requests, are becoming increasingly digital. Generally, program workshops and events may be able to support participants in using such data to answer their own questions, such as: "How do City agencies respond to noise in my neighborhood?" and "How do waste and recycling services in my neighborhood compare with others?" This project seeks to understanding how such programs are designed and facilitated to support diverse communities in accessing and meaningfully analyzing data will promote innovation and knowledge building in informal data science education. The team will begin by summarizing best practices in data science education from a variety of fields. Next they will explore the design and impacts of two programs in New York City, a leader in publicly available Open Data initiatives. This phase will explore activities and facilitation approaches, participants' objectives and data literacy skills practice, and begin to identify potential barriers to entry and levels of participation. Finally, the team will build capacity for other similar organizations to explore and understand their impacts on community members' engagement with civic data. This pilot study will establish preliminary evidence of the effectiveness of these programs, and in turn, inform future research into the identifying and amplifying best practices to support public engagement with data.

This research team will begin by synthesizing data science learning best practices based on varied literatures and surveys with academic and practitioner experts.

Synthesis results will be applied as a lens to gather preliminary evidence regarding the impacts of two programs on participants' data science practices and understanding of the nature of data in the context of civics. The programs include one offered by the Mayor's Office of Data Analytics (MODA), which is the NYC agency with overall responsibility for the City's Open Data programs, and BetaNYC, a leading nonprofit organization working to improve lives through civic design, technology, and engagement with government open data. The research design triangulates ethnographic observations and artifacts, pre and post adapted surveys, and interviews with participants and facilitators. Researchers will identify programmatic metrics and adapts existing measures to assess various outcomes related to public engagement with data, including: question formulation, data set selection and manipulation, the use of data to make inferences, and understanding variability, sampling and context. These metrics will be shared through an initial assessment framework for data science learning in the context of community engagement with civic open data. Researchers will also begin to identify barriers to broader participation through literature synthesis, interviews with participants and facilitators, and conversations with other organizations in our networks, such as NYC Community Boards. Findings will determine the suitability of the programs under study and inform future research to identify and amplify best practices in supporting public engagement with data.

This project is funded by the NSF 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.

This Pilots and Feasibility Studies 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: Oded Nov Camilia Matuck Graham Dove
resource project Media and Technology
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
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TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This Change Makers project will establish Food Justice Ambassador corps across three cities in Massachusetts where youth will install, manage and learn the science and technology underlying hydroponics. The project takes a near-peer mentoring approach that empowers high school youth to take the lead in improving ethnic minority and low-income residents' access to healthy produce and to help educate middle school youth regarding the value of fresh produce in one's diet by learning the science of hydroponics. Youth will create story maps to visualize food accessibility in their communities. High school youth will work with their communities to establish hydroponic farms in middle school after-school settings. The food that is grown will be provided to the community through farmers' markets. Youth will share their work with a larger community of urban farmers at the Massachusetts Urban Farming Conference. This project seeks to understand the contribution on youth development by the model's three components: (1) STEM learning embedded in a social justice framework, (2) near-peer mentoring, and (3) youth purpose and career development. This will enable researchers to better understand how the project enables youth to learn STEM skills; apply them to a real life problem; learn the relevance of STEM skills for addressing personal, career aspiration, and social justice issues; develop a sense of purpose and aspirations related to STEM fields; and mentor other youth through the same process. The project will use a mixed-method, multi-site longitudinal study utilizing quantitative surveys, structural equation modeling, and qualitative interviews to study the intersections of the components of the project. As such, the study will address three key questions: 1) How do youth and mentors perceive and experience their roles as participants in the pedagogy? 2) What is the impact of the intervention on youth' sense of purpose, identity, career adaptability, work volition, critical consciousness, school engagement, STEM interests, and STEM intentionality? 3) What is the contribution of relational/mentoring and psychosocial/career adaptability aspects of the youths' contexts on their capacity to benefit from this program and to develop and sustain purpose and engagement in school and STEM? Most urban youth (and adults) have little knowledge of where their food comes from and have limited opportunities to learn how to grow produce as well as develop related skills that can lead to a career in a STEM field. This is particularly disconcerting as 55% of African Americans live inside central cities (90% in metropolitan areas) and over half of all Latino/as live in central cities (United States Census Bureau, 2011). This project entails the recruitment of low-income youth from populations underrepresented in science into a program where social justice concerns (food justice, food security) are illuminated, analyzed, and acted upon through the development of STEM knowledge and skills. Specifically, this project recognizes the potential for urban youth to become deeply knowledgeable citizens who can mobilize their STEM knowledge and skills to resolve social injustices such as food deserts. If successful, this project will provide a model that should be transferable to similar contexts to help broaden participation in STEM.
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TEAM MEMBERS: George Barnett Belle Liang David Blustein
resource project Higher Education Programs
Often called "self-plagiarism," text recycling occurs frequently in scientific writing. Over the past decade, increasing numbers of scientific journals have begun using plagiarism detection software to screen submitted manuscripts. As a result, large numbers of cases of text recycling are being identified, yet there is no consensus on what constitutes ethically acceptable practice. Text recycling is thus an increasingly important and controversial ethical issue in scientific communication. However, little actual research has been conducted on text recycling and it is rarely addressed in the ethical training of researchers or in scientific writing textbooks or websites. To promote the ethical and appropriate use of text recycling, this project will be conducted in two phases: In Phase 1, the researchers will investigate the ethical, practical, and legal aspects of text recycling as relevant for professional researchers, students, and publishers. In Phase 2, the investigators will produce educational materials and develop model language for text recycling guidelines and author-publisher contracts that can be adapted by educational institutions, research organizations, and publishers.

This project is a multi-institutional, multidisciplinary investigation of text recycling, the reuse of material from one?s previous work in a new manuscript. In Phase 1, the researchers will investigate questions such as these: What do expert researchers, students, and others involved in scientific communication believe to be appropriate practice, and why? Where is there a clear consensus among experts and where is there substantive disagreement? How often do professional scientists actually recycle material, and in what ways? Under what circumstances does text recycling violate publisher contracts or copyright laws? One facet of this research will involve interviewing and surveying experienced STEM faculty, students, journal editors, and others regarding the ethics of text recycling. A second facet will analyze a corpus of published scientific papers to investigate how researchers recycle text in practice and how this has changed over time. The third facet involves analyzing publisher contracts to better understand the rights of publishers and authors regarding text recycling and to assess their legal validity. In Phase 2, the investigators will use findings from Phase 1 to develop, test, and disseminate two kinds of materials: The first are web and print based instructional materials for STEM students (and others new to STEM research) explaining the ethical, legal, and practical issues involved with text recycling, as well as accompanying documents for faculty, administrators, and librarians. The second are model policies and guidelines for text recycling that address appropriate practice in both academic and professional settings. The investigators will obtain feedback on drafts of these materials from potential users and revise them accordingly, after which they will be disseminated.
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TEAM MEMBERS: Cary Moskovitz
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 Exhibitions
Wagner Free Institute of Science will develop, prototype, and produce new interpretive tools to enhance visitor learning experiences and deepen visitor engagement with the museum's rich history, unique collections, and Victorian-era exhibit gallery of natural history specimens. Interpretive tools will include a site guide; a map of the natural history installation, which will contextualize the exhibit and provide a bridge to contemporary science; specimen stories to drill deeper into the collection; and interpretation-infused admission protocols. In creating these approaches, the Wagner will directly involve college students and young adult visitors through an iterative process of prototype testing and refinement. The initiative will result in new ways for visitors to experience the museum; make connections between science and history; and foster learning through self-directed discovery.
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TEAM MEMBERS: Pat Warner