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resource project Public Programs
Computing and computational thinking are integral to the practice of modern science, technology, engineering, and math (STEM); therefore, computational skills are essential for students' preparation to participate in computationally intensive STEM fields and the emerging workforce. In the U.S., Latinx and Spanish speaking students are underrepresented in computing and STEM fields, therefore, expanding opportunities for students to learn computing is an urgent need. The Georgia Institute of Technology and the University of Puerto Rico will collaborate on research and development that will provide Latinx and Spanish speaking students in the continental U.S. and Puerto Rico, opportunities to learn computer science and its application in solving problems in STEM fields. The project will use a creative approach to teaching computer science by engaging Latinx and Spanish speaking students in learning how to code and reprogram in a music platform, EarSketch. The culturally relevant educational practices of the curriculum, as a model for informal STEM learning, will enable students to code and reprogram music, including sounds relevant to their own cultures, community narratives, and cultural storytelling. Research results will inform education programs seeking to design culturally authentic activities for diverse populations as a means to broaden participation in integrated STEM and Computing. This Broad Implementation project 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, including multiple pathways for broadening access to and engagement in STEM learning, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

As part of the technical innovation of the project, the EarSketch platform will be redesigned for cultural and linguistic authenticity that will include incorporating traditional and contemporary Latin sound beats and musical samples into the software so that students can remix music and learn coding using sounds relevant to their cultures; and developing a Spanish version of the platform, with a toggle to easily switch between English and Spanish. Investigators will also develop an informal STEM curriculum using best practices from Culturally Relevant Education and Cultural Sustaining Pedagogy that provides authentic, culturally and linguistically rich opportunities for student engagement by establishing direct and constant connections to their cultures, communities and lived experiences. The curriculum design and implementation team will work collaboratively with members of Latinx diverse cultural groups to ensure semantic and content equivalency across diverse students and sites. Validating the intervention across students and sites is one of the goals of the project. The model curriculum for informal learning will be implemented as a semester long afterschool program in six schools per year in Atlanta and Puerto Rico, and as a one-week summer camp twice in the summer. The curricular materials will be broadly disseminated, and training will be provided to informal learning practitioners as part of the project. The research will explore differences in musical and computational engagement; the interconnection between music and the computational aspects of EarSketch; and the degree to which the program promotes cultural engagement among culturally and linguistically heterogenous groups of Latinx students in Atlanta, and more culturally and linguistically homogenous Latinx students in Puerto Rico. Investigators will use a mixed method design to collect data from surveys, interviews, focus groups, and computational/musical artifacts created by students. The study will employ multiple case study methodology to analyze and compare the implementation of the critical components of the program in Puerto Rico and Atlanta, and to explore differences in students' musical and computational thinking practices in the two regions. Results from the research will determine the impact of the curriculum on computer science skills and associated computational practices; and contribute to the understanding of the role of cultural engagement on educational outcomes such as sense of belonging, persistence, computational thinking, programming content knowledge and computer science identity. Results will inform education programs designing culturally authentic and engaging programming for diverse populations of Latinx youths.
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TEAM MEMBERS: Diley Hernandez Jason Freeman Douglas Edwards Rafael Arce-Nazario Joseph Carroll-Miranda
resource project Public Programs
This project will incorporate lessons learned from our previously funded SEPA, based in five Title I elementary schools in the District of Columbia and Prince George’s County Maryland. In this proposal, “SCIENCE” will engage a new audience of learners in their out of school time in the setting of community libraries. We will provide programming that uses hands- on, inquiry-based learning based on our established art and science curriculum designed to improve the physical, cognitive and social development of children and their families.

SCIENCE will include instructional units, web based activities and ‘hands on/brains on’ manipulation utilizing our compact, portable and unique “art and science in a box”, which consolidates all materials needed to bring excitement to STEM learning. We will focus on preventative health areas of concern to our community, including asthma, stress, cardio-metabolic risk, sleep and behavioral issues, including bullying, genetic diseases like sickle cell disease and, injury prevention at home, in school and with sports.

We will also provide professional development training for informal educators. Specifically, we will adapt our previously successful in-school curriculum for a broader group of children from grades K–5 who utilize the District of Columbia Public Libraries (DCPL) and Enoch Pratt Free Library (EPFL). The curriculum is aligned to both Common Core State Standards and Next Generation Science Standards, and will be expanded with the addition of bioengineering/imaging/computing, and mindfulness.

With our integrated-art focused STEM and preventative health educational program, we will empower children by encouraging curiosity and discovery as well as providing tools to incorporate health and science messaging to improve school readiness. Over the course of the five years, we will implement the program progressively in 10 DCPL branches and 2 Baltimore branches. Programming will take place during winter and spring breaks, professional development days, special holidays and weekends.

We will continue our successful one week hospital summer program, Dr. Bear’s Summer Science Experience, an interactive STEAM experience which takes place in the hospital and its research laboratories. In addition to student focused programming, we will also create Family Learning Events—entertaining and collaborative programs for families—to be held in DCPL and EPFL branches with a focus on disease prevention which adversely affects our community. Take home materials will include handouts, web resources, apps and links in in both English and Spanish, and will focus on reading readiness and mastery of STEM concepts.
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TEAM MEMBERS: Naomi Luban
resource project Professional Development, Conferences, and Networks
STEAM, the use of art as a context and tool for science education, is currently a hot topic in the science education field. In almost all instances of study and practice, it involves the use of science-themed or science-informed art in science education. As such, it does not take advantage of the majority of artistic output that does not have an obvious connection to science. The National Academies of Sciences, Engineering and Medicine recently called for more research to expand the "limited but promising" evidence that integrating arts and humanities with science education leads to better learning. The goal of this 2.5-day conference is to bring together representatives of both art and science groups to have a shared discussion around how non-scientific art can influence science education in theory, and how we can apply empirical results to the theory. For purposes of this conference, "non-science art" is defined as art that was not inspired by science. Conference attendees will include researchers (art and science education researchers) and practitioners (artists, art museum interpreters, and science educators). The conference will take place during the 2020 Black Creativity exhibition at the Museum of Science and Industry, Chicago. It is anticipated that by holding the conference at that time the audience for the conference and its impact will be informed by more diverse attendance.

The conference will be implemented starting with a pre-conference reading. Attendees will be sent a copy of the white paper from the Art as a Way of Knowing report for background reading and also asked to contribute to a Google Document that describes their various contexts. Each day of the conference will focus on a theme -- state of the field and possibilities and research -- and be comprised of large and small group interactions. Attendees will be invited from the ranks of practitioners, researchers and educators in the art and science education fields; several slots will be available for open (non-invited) participants. Key outcomes include: (a) a summary of all the research that has been conducted on using non-science art in science education, (b) starting points for building a theory on why non-science art can be used in science education; and (c) a list of specific research topics that would help inform, advance, and test the theory. In addition to assessing satisfaction with the conference, evaluation will also include a one-year post conference survey to investigate impact of participation in the conference.

This conference will generate products that will give guidance to both researchers and practitioners who want to use art in science education. These products include a white paper synthesizing the discussion and appendices that include raw transcripts and a bibliography of resources. Another product is a roadmap to create interventions that can be studied, which should lead to a stronger, more rigorous theory of practice about how art can be integrated into science education.

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: Aaron Price Jana Greenslit Manuel Juarez
resource project Public Programs
Many of the Hispanic children and families who live in the Rio Grande Valley lack opportunities to engage in inspirational and educational experiences introducing Science, Technology, Engineering and Mathematics (STEM) concepts and related careers. The University of Texas, Rio Grande Valley (UTRGV) will adapt and research the "Energy and U Show," which will introduce thousands of children and families to an exciting and dramatic that shows interconverting different forms of energy. The show will meld the excitement of chemical demonstrations and the natural connection between energy and STEM education in a fully produced, on-stage science extravaganza. A foundational philosophy of the show is that there is additional real value in getting children and youth onto a college campus. For many of its participants, this is their first time sitting in a seat at a university, the first opportunity for them to envision themselves in this environment. In partnership with the University of Minnesota, which originally developed the show, UTRGV will adapt the show, now presented in English, to a bilingual, culturally accessible format that is designed to Hispanic family audiences and student groups in learning about energy and related careers. Evaluation results demonstrate that the show has effectively engaged thousands of Minnesota students. The target audience will be upper elementary (4th-5th grade), middle school students, and their parents. This project will be led by UTRGV, nation's second-largest Hispanic Serving Institution, with a student enrollment of 28,000, of which over 90% are Hispanic and more than 60% are first-generation college students). In addition to the show, the project will include: (1) a manual to guide implementation of the program and related resources at different national or international venues; (2) educational resources for parents, teachers and school counselors introducing STEM careers and specific STEM college majors; (3) mentoring of UTRGV faculty in outreach activities; and (4) dissemination of the show to other campuses and venues.

The project will conduct ongoing research and evaluation guiding the adaptation of the show and investigation of factors contributing to positive educational impacts of the project, which will be carried out by a bilingual/bicultural researcher. Project research instruments will measure student level of engagement, interest and learning, as well as college interest, in surveys and analysis of data pre and post demonstration. The project will specifically investigate the impact of language on student impacts. Each component of this project will be studied to determine program intervention effectiveness (the scientific demonstration and language of the demonstration). To determine program effectiveness, a baseline of data before program implementation will be established concerning Hispanic students, their persistence, and perceptions of the environment. The project will measure parent perceptions of STEM careers for their children through pre and post demonstration surveys and focus groups. Student and parent research participants will be able to use surveys or respond to other research activities in the language of their choice. Project findings will contribute to the knowledge base concerning how linguistically and culturally adapted science shows and related resources adapted into can have positive impacts regarding the STEM knowledge and careers of students and parents from low-income and Hispanic communities.

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: Karen Lozano Arturo Fuentes Aaron Massari Brian Warren
resource project Public Programs
This project will engage community members and youth in 13 rural, tribal, and Hispanic communities in the Four Corners Region of the south western U.S. with the science and cultural assets of water. Water is a significant and scarce resource in this geographic area. The Four Corners Region experiences low annual precipitation and high year-to-year fluctuations in water availability. Thus, water is a topic of great interest to community members, whose lives are shaped by water-related events such as drought, flood, and wildfires. Rural tribal, and Hispanic communities are often underserved with respect to science programming; their public libraries often function as the local science center. The project's inter-disciplinary team will develop, deploy, research, and evaluate an interactive traveling exhibit for small libraries, designed around regional water topics and complemented by interactive programming and community engagement events. Additionally, the team will build local capacity by fostering a community of practice among the host librarians, including participation through a support system--the STAR Library Network--to increase their science programming.

This project creates a traveling exhibit and complementary programming around water topics. Through an exhibit co-design model, communities will provide input in the exhibit development, identify water topics that are critical to them, and engage the multi-generational audiences. The exhibit merges the captivating attraction of water with the underlying science content and community context, giving patrons the opportunity to explore these topics through active learning stations, informational panels, citizen science-based activities, and an interactive regional watershed model. Artistic representations of water will be developed by community groups and incorporated into the exhibit as a dynamic display element.

Project goals are to:


Spark interest in and increase understanding of water as a critical resource and cultural asset across rural, tribal, and Hispanic communities in the Four Corners Region.
Increase availability of and access to engaging programming for underserved rural, tribal, and Hispanic communities focusing on the science and cultural aspects of water in the Four Corners Region.
Build capacity for libraries to implement water-focused science programs, and increase available science learning and science communication resources tailored to these informal learning settings.
Foster a Community of Practice (CoP) for participating librarians to support the development of their programming and content knowledge.
Advance the body of research on informal learning environments and their role in developing community members' science ecosystems and science identities, particularly in library settings.



The project team will rigorously assess the extent to which program approaches and components stimulate patrons' interest in science, increase science knowledge, and support building a personal science identity. The model is based on the STEM Learning Ecosystems Framework. Robust evaluation will guide the program development through a front-end needs assessment and iterative revision cycles of implementation strategies.

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: Anne Gold Nancy Maryboy Erin Leckey Megan K. Littrell Keliann LaConte
resource project Media and Technology
This Research Advanced by Interdisciplinary Science and Engineering (RAISE) project is supported by the Division of Research on Learning in the Education and Human Resources Directorate and by the Division of Computing and Communication Foundations in the Computer and Information Science and Engineering Directorate. This interdisciplinary project integrates historical insights from geometric design principles used to craft classical stringed instruments during the Renaissance era with modern insights drawn from computer science principles. The project applies abstract mathematical concepts toward the making and designing of furniture, buildings, paintings, and instruments through a specific example: the making and designing of classical stringed instruments. The research can help instrument makers employ customized software to facilitate a comparison of historical designs that draws on both geometrical proofs and evidence from art history. The project's impacts include the potential to shift in fundamental ways not only how makers think about design and the process of making but also how computer scientists use foundational concepts from programming languages to inform the representation of physical objects. Furthermore, this project develops an alternate teaching method to help students understand mathematics in creative ways and offers specific guidance to current luthiers in areas such as designing the physical structure of a stringed instrument to improve acoustical effect.

The project develops a domain-specific functional programming language based on straight-edge and compass constructions and applies it in three complementary directions. The first direction develops software tools (compilers) to inform the construction of classical stringed instruments based on geometric design principles applied during the Renaissance era. The second direction develops an analytical and computational understanding of the art history of these instruments and explores extensions to other maker domains. The third direction uses this domain-specific language to design an educational software tool. The tool uses a calculative and constructive method to teach Euclidean geometry at the pre-college level and complements the traditional algebraic, proof-based teaching method. The representation of instrument forms by high-level programming abstractions also facilitates their manufacture, with particular focus on the arching of the front and back carved plates --- of considerable acoustic significance --- through the use of computer numerically controlled (CNC) methods. The project's novelties include the domain-specific language itself, which is a programmable form of synthetic geometry, largely without numbers; its application within the contemporary process of violin making and in other maker domains; its use as a foundation for a computational art history, providing analytical insights into the evolution of classical stringed instrument design and its related material culture; and as a constructional, computational approach to teaching geometry.

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: Harry Mairson
resource project Public Programs
This project will focus on addressing the challenges faced by rural youth with a particular emphasis on those youth who are English Language Learners. The project will provide informal education via libraries and librarians which can provide unique opportunities for rural youth and communities. Building on several years of research and experimentation, this project will augment the formal education sector, as well. The settings for the project are 12 rural school districts in largely Latinx communities. The project partners are the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation and the Twin Cities Public Television. Expertise from the Latinx community will play a significant part in the project. The project will engage learners from diverse backgrounds, ages, and interests in science through a coordinated and tested strategy incorporating three Learning Pathways (i.e., Science Learning Spaces, Programs, and Science Kits) in a public library environment. The results should yield a model for Nationwide application.

The main goals are: 1) to establish learning pathways to engage rural communities through exhibit host libraries and (2) to increase art-rich STEM learning opportunities for rural communities through libraries and their support systems. Building on an established training model, the project will introduce library staff to the STEAM content of the exhibits and guide them in developing their own STEAM Learning Pathways. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project. The project draws on existing professional infrastructure to increase library staff capacity through ALA and the Institute's established community of practice. The researchers will study the efficacy of each pathway, alone and in tandem, on participant's interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews and case studies.

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: Keliann LaConte Paul Dusenbery Kristin Pederson Debbie Siegel
resource project Professional Development, Conferences, and Networks
Vassar College is conducting a 2.5-day conference, as well as pre- and post-conference activities, that convenes a multi-disciplinary, multi-institutional (USA and international) team to conceptualize and plan various research, education and outreach activities in informal learning, focusing on the seminal concept of tensegrity and its applications in many fields of science and mathematics. Tensegrity is the characteristic property of a stable three-dimensional structure consisting of members under tension that are contiguous and members under compression that are not.

The conference will bring together researchers and practitioners in informal learning and researchers in the various disciplines that embrace tensegrity (mathematics, engineering, biology, architecture, and art) to explore the potential that tensegrity has to engage the public in informal settings, especially through direct engagement in creating such structures. This project 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. 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.

To date there have been no sustained informal educational projects and research around the topic of tensegrity. However, there is considerable related work on learning through "making and tinkering" upon which the participants will adapt and expand. The intended conference outcomes are to produce prototypes of activities, a research agenda, and lines of development with the potential to engage the wider public. A key priority of the gathering is the development of new partnerships between researchers and creators of tensegrity systems and the informal learning professionals. The long-term project hypothesis is that children and adults can engage with tensegrity through tinkering with materials and becoming familiar with a growing set of basic structures and their applications. The activities will include evaluation of the conference and a social network analysis of the collaborations that result.

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: John McCleary
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

Project partners include the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation, and Twin Cities Public Television. The project will rely significantly on expertise from the Latinx community.

Project Plan

Building on an established librarian training model, the project will introduce library staff to the STEAM content and guide them in developing their own STEAM Learning Pathways. The project will draw on existing professional infrastructure from the ALA and the Institute for Learning Innovation’s established community of practice. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project.

The Research

The research team will study the efficacy of each pathway, alone and in tandem, on participant’s interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews, and case studies. The results should yield a model for nationwide application and contribute insights for the formal education sector.

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: Lainie Castle
resource project Public Programs
This program will derive knowledge on extreme weather and its concepts to be shared with youth in the Boston and Kansas City areas. Subsequently, the youth will share this knowledge by displaying it as art work on the rapid transit systems. The art projects will culminate in broad-based exhibition at the end of each group's sessions. The project will involve 200 youth per region resulting in an impact of 1000 youth per year, 80 adult mentors and 20,000 adult transportation riders in learning about extreme weather concepts. Participant organizations are the University of Mass-Boston, University of Mass-Lowell, The Massachusetts College of Art, the University of Kansas Center for Research Inc., and the Goodman Research Group Inc.

The goals of this project are to bring the topic of extreme weather to the foreground by educating youth and in turn having them educate a selected group of adults that use the rapid transit system. Groups of youths will learn about the topic through a series of meetings with mentors who are experts on the issues around extreme weather. The youth will derive their own art-works with their interpretation. These art-works will be displayed on the rapid transit systems in New England (Merrimack Valley and Worcester regions) and the Mid-West (Topeka and Kansas City areas). Using a quasi-experimental mixed methodology (demographics, bus ridership, initial level of science awareness, and interest) the goal is to understand science learning outcomes associated with the creation and public display of youth art. Research questions of importance in this regard are 1. In what ways does blending art with the science enhance youth learning about extreme weather concepts? 2. To what extent does youth art support adult learning of science? and 3. How does regional context affect learning about extreme weather?

Broader impacts will result from the youth diversity as well as the diversity of riders of the rapid transit systems where the art of extreme weather is displayed.

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: Robert Chen Lois Hetland Jill Lohmeier Stephen Mishol Steven Schrock Claudia Bode
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. This project 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. 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.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Public Programs
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. The project will use a design-based research process to research and develop an innovative theatrical game that will improve visitors' understanding of complex topics requiring conceptual change. This project will research a novel experience that helps visitors engage with difficult content in informal science education venues, uses existing exhibit and collection assets in a new way, and creates a venue for visitor engagement that requires less capitalization than a full exhibition project. For the public, this project will blend best practices from exhibit development, museum theater, and facilitation with emerging theories about game-based learning to create a novel experience that deeply engages visitors with an evolution storyline and allows them to explore the museum and interact with one another in new ways. For the field, the project will examine how theatrical games can be valuable, viable experiences in museum environments and what game mechanics and supports contribute to players' conceptual thinking. While the project's games with theatrical elements will focus on evolution, the tested strategies will provide valuable information about effective approaches for informal STEM education more broadly wherever audiences exhibit major misconceptions or discomfort with scientific ideas. The project will disseminate findings through conferences and workshops, academic reports, a research-to-practice implementation guide, and a training video about best practices for engaging the public in theatrical gaming.

The project will focus on the creation and modification of a theoretical framework that describes the content, program format, and degree of facilitation necessary to create experiences that support conceptual change in visitors' thinking about evolution--and, by extension, other complex topics. The project team and advisors will collaboratively will build varying levels of facilitation and challenge into theatrical programming that connects objects and experiences across the museum to help visitors construct a story of evolution. Project research will focus on the creation of three variants of a theatrical game to test a theoretical framework that describes the game dynamics and facilitation necessary for experiences that support conceptual shifts in visitors' understanding about evolution. This work will take place in four phases, and will be conducted by researchers at the Science Museum of Minnesota with input and review through an external evaluation process. The questions guiding the research are: (1) How, and in what ways, do game design features support conceptual shifts in evolution concepts?; (2) Do player outcomes differ in each game? If so, in what ways?; (3) What other factors (player profile, collaboration, evolution beliefs) influence player outcomes? (4) What are the best practices for facilitating the games and supporting visitors' experiences? The research will contribute to the under-studied field of participatory museum theatre experiences; broaden our understanding of the roles facilitation and gameplay have in informal learning; and help exhibit and program developers make informed choices about the potential of various exhibit components and aligned programming.
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