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resource evaluation Informal/Formal Connections
This document is the final evaluation report for the project, which focuses both on formative evaluation of the collaborative+interdisciplinary presentation creation process and summative evaluation of audience learning outcomes. 
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TEAM MEMBERS: Justin Reeves Meyer Donnelley (Dolly) Hayde Laura Weiss
resource research Public Programs
In this study we test a “Guerilla Science” approach that blends elements of access, by removing barriers to participation, with those of inclusion, by designing participant-centered activities, for reaching an art-interested adult audience at the FIGMENT art festival in New York City.
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resource evaluation Exhibitions
We examined an approach to reaching audiences who may not ordinarily engage with science. Termed Guerilla Science, this approach blends elements of access, by removing barriers to participation by embedding science into unexpected places, with those of inclusion, by designing activities that speak to the learning identities of participants.
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resource research Media and Technology
Nothing generates excitement like sound! From the iconic guitar riffs in Led Zeppelin’s famous song “Stairway to Heaven” to birds energetically singing (way too early in the morning) outside my bedroom window, nonscientists can relate to acoustics. Many of us entered the field because we love music, a passion evident at the jam sessions that accompany many meetings of the Acoustical Society of America (ASA). Science communication enables us to share that enthusiasm with nontechnical audiences. The goal of this article is to introduce fundamental ideas in science communication and resources
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TEAM MEMBERS: Allison Coffin
resource research Public Programs
Many people are under-served by existing informal science learning (ISL) provisions and under-represented in STEAM (Science, Technology, Engineering, Arts, Mathematics/Medicine) study choices and careers. This paper reflects upon SMASHfestUK which was established, as both a STEAM festival and research platform, to explore methods and approaches for lowering the barriers to engagement with ISL in marginalised communities. To do this SMASHfestUK located its events in the heart of communities and worked with these communities to create those events. This paper tells their story through the voices
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TEAM MEMBERS: Wyn Griffiths Lindsay Keith
resource research Public Programs
But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
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TEAM MEMBERS: Bronwyn Bevan Kylie Peppler Mark Rosin Lynn Scarff Lissa Soep Jen Wong
resource research Media and Technology
The aim of this paper is to analyze the impact of Comics & Science workshops where forty-one teenagers (designated Trainee Science Comic Authors [TSCAs]) are asked to create a one-page comic strip based on a scientific presentation given by a PhD student. Instrumental genesis is chosen as the conceptual framework to characterize the interplay between the specific characteristics of a comic and the pieces of scientific knowledge to be translated. Six workshops were conducted and analyzed. The results show that the TSCAs followed the codes that are specific to the comic strip medium and took
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TEAM MEMBERS: Cecile de Hosson Laurence Bordenave Pierre-Laurent Daures Nicolas Decamp Christophe Hache Julie Horoks Nassima Guediri Eirini Matalliotaki
resource research Public Programs
In this paper we share an emerging analytical approach to designing and studying STEAM programs that focuses on how programs integrate the respective epistemic practices—the ways in which knowledge is constructed—of science and art. We share the rationale for moving beyond surface features of STEAM programs (e.g., putting textiles and electronics on the same table) to the disciplinary-specific ways in which participants are engaged in creative inquiry and production. We share a brief example from a public STEAM event to demonstrate the ways in which this approach can foster reflection and
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TEAM MEMBERS: Bronwyn Bevan Jen Wong Sam Mejias Mark S Rosin
resource evaluation Public Programs
The New Jersey Historical Commission (NJHC) initiated the Understanding Communities Study with the goal to better understand how New Jersey history and history organizations can be more inclusive for all. NJHC contracted RK&A for the first phase of the study to conduct focus groups with members of Hispanic and Latino communities in New Jersey. NJHC plans to expand the study to other communities in the future. The New Jersey Center for Hispanic Policy, Research and Development served as advisors in the project. With support from NJHC partners, RK&A conducted three focus groups with
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resource research Media and Technology
The STEM + Digital Literacies (STEM+L) project investigates science fiction composing as an effective mechanism to attract and immerse adolescents (ages 10-13) from diverse cultural backgrounds in socio-scientific issues related to environment. The participating students (G5-8) work in small groups to design and produce STEM content rich, multimedia science fictions during the summer (1 week) and the academic year (4-6 2.5hr sessions). Culminating activities include student presentations at a local science fiction film festival. The research component employs an iterative, design-based
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TEAM MEMBERS: Ji Shen Blaine Smith
resource research Public Programs
Outreach activities at the interface of science and art present a unique opportunity to connect and engage with “latently interested” publics who do not otherwise take part in science activities like visiting science museums. In this paper, the authors present “Guerilla Science” as one model that supports the hypothesis that well-designed science + art (STEAM) programming in informal settings can broaden participation in, and facilitate engagement with STEM-related topics. This paper describes a range of interactive events featuring scientists and artists and accompanying research into the
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TEAM MEMBERS: Mark S Rosin Jen Wong Kari O'Connell Martin Storksdieck Brianna Keys
resource project Public Programs
This project, a collaboration of faculty at Pratt Institute and Oregon State University, will explore how people with low to no affinity for science, technology, engineering and math (STEM) can be introduced to STEM ideas in ways that are appropriate for their cultural identity and designed to achieve reasonable outcomes that allow for continued STEM engagement. This project will study a new model, as a small scale exemplar of how science learning can be integrated into cultural events that attract audiences who do not identify themselves as interested in science or broader concepts associated with STEM. The model integrates science with art, music and play, producing live events, games, hands-on workshops, and interactive theater productions that are intended to inspire wonder and excitement. The basic principles are: to create unique opportunities for audiences to experience science in unorthodox ways, to connect with audiences at these events, and to help scientists engage a public they do not normally reach.

The goal of this project is to formally study and improve upon the practices that have been explored to date by carefully examining the implementation at two annual FIGMENT arts festivals in New York City and to determine outcomes based on three theoretical frameworks: the six strands of science engagement proposed by the National Research Council, the concept of follow-up activity, and subsequent reinforcing experiences. Initial evaluation results indicate the model is effective in advancing informal STEM learning and providing valuable public engagement with science training and experience for scientists. Participating scientists succeed in creating interest and attentiveness in audiences that do not normally engage in science, thereby opening the door for subsequent experiences. The research will be a quasi-experimental approach to test the degree to which encounters with model's learning experiences create a higher probability to actively seek subsequent science experiences. Project deliverables include a how-to guide for professionals on expanding STEM audiences targeted at cultural institutions who want to incorporate science content into their activities, and for other institutions who want to integrate their activities into cultural settings. The how-to guide will be based on the body of research and evaluations developed that will illuminate the principles behind the model.

This work is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Mark Rosin