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resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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TEAM MEMBERS:
resource project Exhibitions
The Palo Alto Junior Museum & Zoo will create the California Dinosaur Garden exhibition, an inclusive environment for children ages 3 to 11 that promotes science learning. The museum will employ sensory-rich storytelling and interactive experiences to engage children and their caregivers. Project activities will include the completion of initial concept designs and evaluation to inform exhibit development; design development, prototyping, and formative evaluation; and engaging external contractors to fabricate and install the exhibit. The exhibition will include prehistoric plants within a seasonal marsh landscape, interactive interpretive exhibits, a fossil dig, and life-size dinosaur sculptures. The project will also address the need for science learning experiences for children with disabilities by applying universal design principals such as wheelchair access to the garden experience, braille labels, and tactile, sensory-rich elements.
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TEAM MEMBERS: Tina Keegan
resource project Exhibitions
The Portland Children’s Museum will open a new exhibition, “Drip City,” which focuses on water as a precious natural resource that has shaped the region’s geography, weather, and culture. Following an IMLS-funded evaluation and design process, the museum will engage a local fabrication company to construct and install exhibit components that explore concepts in science, engineering, and art. The museum will also engage community members in the design and testing of associated programs that target families and children ages 0 to 7. Museum staff will evaluate all exhibit elements to ensure they are working properly, accessible as intended, and making children’s learning visible to adult audiences.
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TEAM MEMBERS: Jennifer Fang
resource project Exhibitions
The Natural History Museum of Los Angeles County will design and fabricate the La Brea Tar Pits Mobile Museum to provide kindergarten to 2nd grade students with hands-on, immersive experiences based on its Ice Age fossil collections. The traveling exhibition will reach 20 underserved schools and 7,500 students annually. Programming will use early childhood play-based models. These models allow students time to explore and observe followed by periods of play that allow time to process, reflect, and retain. A museum educator will prepare classroom teachers for the school residency by providing a workshop and orientation to the Tar Pits, pre-visit classroom activities and lesson plans aligned with Next Generation Science Standards. The mobile museum will also be deployed at community parks, festivals, and special events on weekends and during the summer, reaching a total of 15,000 youth and families each year.
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TEAM MEMBERS: Su Oh
resource project Media and Technology
Polar Literacy: A model for youth engagement and learning will foster public engagement with polar science. The project targets middle-school aged underserved youth and polar research scientists, with the goal to increase youth interest in and understanding of Polar Regions, and to hone researchers' science communication skills. The project will develop affordable and replicable ways of bringing polar education to informal learning environments, extend our understanding of how polar education initiatives can be delivered to youth with maximum effect, and design a professional development model to improve the capacity for Polar Region researchers to craft meaningful broader impact activities. Polar Literacy will create and test a model which combines direct participation by scientists in after-school settings, with the use of curated polar research data sets and data visualization tools to create participatory learning experiences for youth. Beyond the life of the project funding, many of the project deliverables (including kits, videos, and other resources) will continue to be used and disseminated online and in person through ongoing work of project collaborators.

Polar Literacy: A model for youth engagement and learning will advance the understanding of informal learning environments while leveraging the rich interdisciplinary resources from polar investments made by the National Science Foundation (NSF). The project's key audiences -- polar researchers, informal educators, and out-of-school time (OST) youth in grades 4-7 (ages 9-13) -- will connect through both place-based and internet-based experiences and work collaboratively to generate a flexible, scalable, and transferable education model. The project will 1) design OST kits and resource guides (focused on Polar Literacy Principles) and include "Concept in a Minute" videos designed to highlight enduring ideas, 2) provide professional development for informal educators, 3) synthesize a club model through adaptation of successful facets of existing informal learning programs, and 4) create Data Jam events for the OST Special Interest (SPIN) clubs and camp programs by modifying an existing formal education model. A research design, implemented at four nodes over three years, will answer three research questions to evaluate the impact of professional development on informal educators, as well as the impact of programs on youth, and the effectiveness of the model. In addition to the project team and collaborators who are informal education practitioners, an advisory board composed of experts in youth programming, informal education, and evaluation will guide the project to ensure that it advances the body of informal STEM learning research.

Polar Literacy is an Advancing Informal STEM Learning (AISL) Innovations in Development project in response to the Dear Colleague Letter: Support for Engaging Students and the Public in Polar Research (NSF 18-103). Polar Literacy 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 (Science, Technology, Engineering, Mathematics) learning in informal environments. This project has co-funding support from the Antarctic section of the Office of Polar Programs.

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: Janice McDonnell Oscar Schofield Charles Lichtenwalner Jason Cervenec
resource project Exhibitions
The project will develop and research how an emerging technology, immersive virtual reality (IVR) using head mounted displays (HMDs), can enhance ocean literacy and generate empathy towards environmental issues. Recent advances in design have resulted in HMDs that provide viscerally realistic and immersive experiences that situate participants in underwater or other remote environments. IVR can provide many people with virtual access to these environments, including persons with disabilities, people living away from coastal areas, or those who lack access for other reasons (e.g., low-income families, underserved/underrepresented communities, persons untrained in diving). The project will develop a high quality 360-degree underwater film that includes live action footage, animation, and interactive elements. The IVR experience will take the participant through an immersive underwater journey of a Pacific reef, using realistic visualizations, narrative, and a compelling story to engage participants in learning the ecology and biology of coral reefs, as well as the impacts of climate change and human disturbances on ocean ecosystems. In addition to the IVR ocean journey, the project will integrate interactive functionality of being on a reef during mass coral spawning, an annual natural phenomenon through which coral reefs replenish their populations. With hand-held controllers, participants will be able to "swim" through the water, watch the degraded reef recover and grow and will have the ability to change the rate of coral recovery and learn how increases in temperature impede coral recovery. While research has been conducted on early, desk-top versions of IVR, the potential impact of IVR on learning is still unclear. The research findings will help guide the development of IVR for use in informal STEM environments such as aquariums, zoos, science museums, and others. The IVR experience will be shared on online platforms for home viewing, at film festivals and conferences, and in informal learning environments.

The project addresses the need for research on the impacts of IVR devices as it become more affordable and more widely used at home and in other informal and formal environments. Few studies have investigated how design elements impact the user in IVR, in which the increased immersion affects the stimuli perception and cognitive processing. The research will assess the learning affordances and impacts of the IVR experience on participant ocean literacy (adapting items from an existing ocean literacy survey), environmental empathy/feelings of presence (naturalistic observations and post-experience interviews), and perceived self-efficacy (pre-post survey, post-interview interviews). In addition, the project will research how segmentation (i.e., a continuous experience vs. an experience with breaks), generative learning tasks (hands-on experiences and interactive during IVR), and gender of the narrator in an IVR experience supports learning about ocean environments. Researchers will collect data from students attending high schools with predominantly minority student enrollments. Research findings will be widely shared through peer-reviewed publications, conference presentations, and publications for educators and designers.

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: Jeremy Bailenson Erika Woolsey
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 student motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by designing, implementing, and testing an afterschool internship program that will engage older youth in work-based learning experiences in in STEM fields. The new model program will link the resources and learning approaches of the Global Learning and Observations to Benefit the Environment (GLOBE) program to career academies where youth from populations underrepresented in STEM fields will gain direct experiences in data collection and analysis through student-led investigations in the geosciences and environmental studies. Two key outcomes of this project will be: (a) Development of a replicable model of an afterschool STEM internship program for informal STEM learning environments and schools across the nation, and (b) Development of a set of measurement tools and approaches that can assess and promote understanding regarding how youth think and feel about science and their possible future roles in science careers. Participating youth will master scientific practices and become immersed in science culture through opportunities to develop research projects, interact with scientists, and collaborate with fellow student-researchers. In the process, they will develop collaboration and communication skills, and gain an increased sense of identity and agency in science fields. They will also learn new strategies to attain their career goals.

In developing and testing the new model of an afterschool program focusing on STEM careers, the project will draw on both existing and emerging knowledge from three areas of inquiry: informal STEM learning, youth development, and work-based learning. The project will bring together theory related to work-based learning and apprenticeship to knowledge about informal STEM learning and youth development, addressing the needs of older youth as they transition to adulthood. The program will also explore the use of measurement tools that address workforce-related student learning goals in addition to social-emotional learning and STEM learning goals, adapting existing tools and developing new tools as needed. The result will be a replicable model for an afterschool, career-focused internship that facilitates STEM learning and identity, employing youth development principles, such as experiential learning, peer collaboration, adult mentoring, and meaningful contributions to the world beyond school. The project will use a mixed-methods approach to investigate four research questions: (1) What aspects of the program are most important for promoting the development of scientific practices, socio-emotional learning, and career skills? (2) How can afterschool informal science learning be designed to address the perceptions and needs of diverse groups, especially those from populations underrepresented in STEM? (3) How do youth make gains in developing facility with STEM practices, key social-emotional outcomes needed in work and civic life, and career development knowledge? And (4) How do we accurately measure development of scientific practices, socio-emotional learning and career skills? The project will develop pretest and posttest self-report measures to gauge program influence on social-emotional outcomes and career-related outcomes, and performance-based assessments and rubrics will be used to assess culminating science projects. Other factors contributing to the success of the new model will be examined through analysis of coach instructional logs, surveys, and questions, as well as participant observations, interviews, and focus groups. Project participants will be youth of ages 14-18 recruited from ten inner-city schools having large populations of students from groups underrepresented in STEM fields. Participants will meet in teams of approximately 14 interns for a total of 2.5 hours per week for 32 weeks. Each team will also meet an additional 4-6 times for weekend or overnight outings associated with their study sites.
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TEAM MEMBERS: Manuel Alonso Cathy Ringstaff Svetlana Darche
resource project Public Programs
This research in service to practice project will examine the impact of a 12-year statewide science field trip program called LabVenture. This hands-on program in discovery and inquiry brings middle school students and teachers across the State of Maine to the Gulf of Maine Research Institute (GMRI) in Portland, Maine to become fully immersed in explorations into the complexities of local marine science ecosystems. These intensive field trip experiences are led by informal educators and facilitated entirely within informal contexts at GMRI. Approximately 70% of all fifth and sixth grade students in Maine participate in the program each year and more than 120,000 students have attended since the program's inception in 2005. Unfortunately, little is known to date on how the program has influenced practice and learning ecosystems within formal, informal, and community contexts. As such, this research in service to practice project will employ an innovative research approach to understand and advance knowledge on the short and long-term impacts of the program within different contexts. If proven effective, the LabVenture program will elucidate the potential benefits of a large-scale field trip program implemented systemically across a community over time and serve as a reputable model for statewide adoption of similar programs seeking innovative strategies to connect formal and informal science learning to achieve notable positive shifts in their local, statewide, or regional STEM learning ecosystems.

Over the four-year project duration, the project will reach all 16 counties in the State of Maine. The research design includes a multi-step, multi-method approach to gain insight on the primary research questions. The initial research will focus on extant data and retrospective data sources codified over the 12-year history of the program. The research will then be expanded to garner prospective data on current participating students, teachers, and informal educators. Finally, a community study will be conducted to understand the potential broader impacts of the program. Each phase of the research will consider the following overarching research questions are: (1) How do formal and informal practitioners perceive the value and purposes of the field trip program and field trip experiences more broadly (field trip ontology)? (2) To what degree do short-term field trip experiences in informal contexts effect cognitive and affective outcomes for students? (3) How are community characteristics (e.g., population, distance from GMRI, proximity to the coast) related to ongoing engagement with the field trip program? (4) What are aspects of the ongoing field trip program that might embed it as an integral element of community culture (e.g., community awareness of a shared social experience)? (5) To what degree does a field trip experience that is shared by schools across a state lead to a traceable change that can be measured for those who participated and across the broader community? and (6) In what ways, if at all, can a field trip experience that occurs in informal contexts have an influence on the larger learning ecosystem (e.g., the Maine education system)? Each phase of the research will be led by a team of researchers with the requisite expertise in the methodologies and contexts required to carry out that particular aspect of the research (i.e., retrospective study, prospective study, community study). In addition, evaluation and practitioner panels of experts will provide expertise and guidance on the research, evaluation, and project implementation. The project will culminate with a practitioner convening, to share project findings more broadly with formal and informal practitioners, and promote transfer from research to practice. Additional dissemination strategies include conferences, network meetings, and peer-reviewed publications.

The potential insights this research could garner on intersectionality between formal and informal STEM learning are substantial. As a consequence, this project is co-funded by the Advancing Informal STEM Learning (AISL) and Discovery Research K-12 (DRK-12) Programs. 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. Likewise, the Discovery Research-K12 Program seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools.

This 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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resource project Media and Technology
This project develops and examines place-based learning using mobile augmented reality experiences for rural families where museums and science centers are scarce yet where natural resources are rich with outdoor trails, parks, and forestlands. The collaborative research team, with members from rural libraries, outdoor learning centers, learning scientists at Penn State University, and rural communities in Pennsylvania, will develop augmented reality and mobile learning resources for families and children aged from 4 to 12. The goal is to help people see what is not visible in real-time in order to learn about life and earth sciences based on local watersheds, trees, and seasonal cycles that are familiar and relevant to rural communities. To accomplish this goal, the project team will create scientifically meaningful experiences for rural families and children in their out-of-school time through three iterations of research and design. Although there is evidence that augmented reality can support learning, little empirical research has been conducted to determine what makes one type of augmented learning experience more effective than others in outdoor learning spaces. This project will produce research findings on the utility of augmented reality for science learning with families and youths outdoors. This Innovations in Development 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

Through a four-year design-based research study, researchers will investigate three research questions. (1) How can outdoor learning experiences be enhanced with augmented reality and digital resources in ways that make science more visible and interesting?; (2) How do different forms of augmentations on trails and in gardens support science learning? 3) What social roles do children and parents play in supporting each other's science learning and connections to rural communities? Data collection includes video-recordings of children and families in the outdoors, learning analytics of people's behavior, and interviews with rural families. The project's research design will allow for the development of theory, which supports rural families learning science within and about their communities. At the end of the project, the team will offer generalizable design principles for technologically-enhanced informal learning for outdoor displays, gardens, and trails.

This 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: Heather Toomey Zimmerman Susan Land
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 Research in Service to Practice project will study how visual immersion and interactivity in augmented reality (AR) affects visitors' engagement and understanding of science. The research involves creating different versions of an AR exhibit to communicate paleontology research from the La Brea Tar Pits to the general public. Different versions of the exhibit will be compared to learn how design choices for immersion and interactivity impact visitors' engagement and understanding of science. The result of this study should be a model to follow for similar public exhibits, as well as design principles that generalize to AR experiences for a broader range of informal learning environments. This project will also demonstrate and report on specific AR mechanisms that help visitors understand the scientific process and increase knowledge about paleontology research.

The study includes a user-centered design and evaluation process with both formative and comparative studies. This project investigates two high-level design factors for mobile AR: visual immersion and interactivity. These impact the learning experience and the development so extensively that multiple versions are seldom compared. These factors also have unique considerations for informal settings, such as how to balance immersion against situational awareness (e.g., 3D viewers reduce field of view). One goal of this project is to systematically compare qualitatively different AR designs that convey equivalent science content and study these tradeoffs empirically. The second goal is to leverage these findings to publicly release an AR experience that promotes engagement, increases understanding of science, and reduces scientific misconceptions. This research will also contribute to understanding usability and logistical issues for different AR designs for public, outdoor, informal settings.

This 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: Emily Lindsey Benjamin Nye Gale Sinatra William Swartout
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 STEM learning in a variety of settings. Many military veterans who seek to transition to higher education or workforce pathways find it challenging to translate the skills they acquired during service to civilian STEM settings and the modern day workforce. Yet many returning veterans have significant experience with STEM fields, including mapping and geospatial technologies, because of their unique functions and service assignments. Such geospatial skills are useful for location-aware industries, citizen science and public services. At the same time, military and veteran families have been largely overlooked as an important public audience for focused informal STEM learning. Informal learning events called "mapathons" which enlists participants to mapping exercises and create geospatial data on open platforms that address authentic needs in their communities and the broader society at large. When seeking to further their education upon returning from service, veterans' typical options have included some form of formal higher education. Mapathons may be a feasible bridging activity that (a) recognizes veterans' unique, valuable, and in-demand STEM skills and (b) supports lifelong learning.

This pilot research seeks to understand how informal learning experiences such as mapathons are viable pathways for veterans to transition to the civilian workforce. The conceptual approach pays attention to the realities of the life course of military and veteran families, especially building upon theories of change related to transitions to include a spatial component. The foundation of the project's intellectual merit is its explicit inclusion and sensitivity to place, scale, and spatial behavior, building directly from findings of prior NSF-funded projects and the evidence base for informal learning pathways. The research will contribute to knowledge about workforce development by addressing the questions: (1) To what extent do veterans recognize that their extant skills acquired, in military settings, are translatable to civilian STEM settings?; (2) How can informal learning experiences help a diverse veteran population increase awareness of the translatability of geospatial workforce competencies, build confidence in technology skills, and motivate interest to pursue formal studies in STEM fields in general?; and (3) What pathways do which veterans favor when they could pursue formal STEM higher education learning among an array of choices online or at regional sites, and why? The study will engage 320 participants at 8 sites across Texas; employ in-depth surveys and interviews; and use spatial analysis to elicit insights about the research questions.

Military and veteran families include a significant number of people from group typically underrepresented in STEM fields. Supporting more veterans to transition successfully to higher education pathways or careers in STEM is a vital service to the nation. This study on informal to formal pathways for veterans will include an innovative understanding of the importance of place in meaning-making and in the reality of choices they consider during the transitions of their life course.

This 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: Patricia Solis Melanie Hart Dennis Patterson
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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