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resource project Exhibitions
To build understanding of the essential needs involved in human exploration on Mars, the museum will create the Build a Mars Habitat – Survive and Thrive exhibit which allows museum visitors, especially school field trips and families with children in grades 4-8, to design and construct their own imaginary habitat for successful living on Mars using interchangeable building pieces. This would be designed to appeal particularly to girls, be accessible to audiences using a universal design approach, and be understood by Spanish-language visitors. Partnerships include the National Informal STEM Education Network (NISENet), NASA Ames Research Center, and NASA Marshall Space Flight Center. The project team will also develop professional development materials for both facilitated and unfacilitated experiences to accompany the exhibit. This immersive experience augments the existing “Sun, Earth, Universe” exhibit that was recently distributed to 52 science and children’s museums across the U.S. by NISENet, collectively reporting attendance of over 10 million visitors per year. The exhibition serves as a platform for scientists and museum staff and volunteers to engage visitors with additional facilitated educational programming and hands-on experiences. Anticipated STEM learning outcomes include audience’s increased interest and positive attitudes towards learning about space exploration, increase in informal education professionals’ capacity to engage public audiences in space exploration, and strengthened partnerships among NASA and museums.
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TEAM MEMBERS: Ethan Kruszka Catherine McCarthy
resource project Exhibitions
NASA@ My Library is made possible through the support of the National Aeronautics and Space Administration (NASA) Science Mission Directorate as part of its Science Activation program. The project is led by the National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI) in partnership with the American Library Association (ALA) Public Programs Office, Lunar and Planetary Institute (LPI), and Education Development Center (EDC). From 2016-2020, 78 public libraries (75 partner libraries and 3 pilot libraries), 18 State Library Agencies, 6 Portal to the Public Network sites, and 30 NASA-funded scientists participated in the project. More than 225,000 library patrons were reached through their efforts.

In 2021-2022, public libraries, universities, and state library agencies will participate in the project to increase and enhance STEAM learning opportunities in their communities, with an emphasis on reaching audiences underrepresented in STEM education and professions. 
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TEAM MEMBERS: Keliann LaConte Paul Dusenbery Anne Holland James Harold Melanie Welch Lainie Castle Christine Shupla Jessica Santascoy Ginger Fitzhugh
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

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

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Media and Technology
It is estimated that there could be 40 billion earth-sized planets orbiting in the habitable zones of stars in the Milky Way. Major advances in long range telescopes have allowed astronomers to identify thousands of exoplanets in recent decades, and the discovery of new exoplanets is a now a common occurrence. Public excitement for the discoveries grown alongside these discoveries, thus opening new possibilities for inspiring a new generation of scientists and engineers that may dream of one day visiting these planets. This project investigates the use of interactive, intelligent educational technologies to generate interest in STEM by allowing learners to explore and even create their own exoplanets. Research will occur across several informal learning contexts, including summer camps, after school programs, planetarium shows, and at home. The approach is based on the idea of "What if?"questions about Earth (e.g., "What if the Moon did not exist?"), designed to trigger interest in STEM and frame exploratory and elaborative discussions around hypothetical science questions that are subsequently linked to the search for habitable exoplanets. Learners are able to interact with and explore scientifically accurate simulations of alternative versions of Earth, while making observations and posing explanations for what they see. Technology-based informal learning experiences designed to act as triggers for and sustainment of interest in STEM have the potential to plug the leaky STEM pipeline, and thus have profound implications for the future of science and technology in the United States.

The project seeks to advance the science of designing technologies for promoting interest in STEM and informal astronomy education in several ways. First, the project will develop simulations for exploratory learning about astronomy and planetary science. These simulations will present hypothetical worlds based on what-if questions and feasible models of known exoplanets, thus giving learners a chance to better understand the challenges of finding a habitable world and learning about what is needed to survive there. Second, a new PBS NOVA Lab will be developed that will focus on Exoplanet education. This web-based activity has the potential to reach millions of learners and will help them understand how planets are formed and the requirements for supporting life. Learners who use the lab will have an opportunity to invent their own exoplanets and export them for first-person exploration. Third, researchers on the project will design and implement Artificial Intelligence-based pedagogical agents to support learning and promote interest. These agents will inhabit the simulations with the learner, acting as a coach and guide, and be designed to be culturally responsive and personalized based on learner preferences. Fourth, interactive exoplanet-focused planetarium shows, that will involve live interaction with simulations, will take place at the Fiske Planetarium (Boulder, CO). Finally, the project will develop a server-based infrastructure for tracking and supporting long term development of interest in STEM. This back-end will track fine-grained behaviors, including movement, actions, and communications in the simulations. Such data will reveal patterns about how interest develops, how learners engage in free-choice learning activities, and how they interact with agents and peers in computer simulations. A design-based research methodology will be employed to assess the power of these different experiences to trigger interest and promote learning of astronomy. A range of different pathways for interest in STEM will therefore be considered and assessed. Research will measure the power of these experiences to trigger interest in STEM and promote re-engagement over time. Innovation lies in the use of engaging and intelligent technologies with thought-provoking pedagogy as a method for extended engagement of diverse young learners in STEM. Project research and educational resources will be widely disseminated to researchers, designers developers and the general public via peer-reviewed research journals, conference presentations, informal STEM education networks of science museums, children's museums, Fab Labs, and planetariums, and public media such as public television's NOVA science program website.

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: H Chad Lane Neil Comins Jorge Perez-Gallego David Condon
resource project Media and Technology
A team of experts from five institutions (University of Minnesota, Adler Planetarium, University of Wyoming, Colorado State University, and UC San Diego) links field-based and online analysis capabilities to support citizen science, focusing on three research areas (cell biology, ecology, and astronomy). The project builds on Zooniverse and CitSci.org, leverages the NSF Science Gateways Community Institute, and enhances the quality of citizen science and the experience of its participants.

This project creates an integrated Citizen Science Cyberinfrastructure (CSCI) framework that expands the capacity of research communities across several disciplines to use citizen science as a suitable and sustainable research methodology. CSCI produces three improvements to the infrastructure for citizen science already provided by Zooniverse and CitSci.org:


Combining Modes - connecting the process of data collection and analysis;
Smart Assignment - improving the assignment of tasks during analysis; and
New Data Models - exploring the Data-as-Subject model. By treating time series data as data, this model removes the need to create images for classification and facilitates more complex workflows. These improvements are motivated and investigated through three distinct scientific cases:
Biomedicine (3D Morphology of Cell Nucleus). Currently, Zooniverse 'Etch-a-Cell' volunteers provide annotations of cellular components in images from high-resolution microscopy, where a single cell provides a stack containing thousands of sliced images. The Smart Task Assignment capability incorporates this information, so volunteers are not shown each image in a stack where machines or other volunteers have already evaluated some subset of data.
Ecology (Identifying Individual Animals). When monitoring wide-ranging wildlife populations, identification of individual animals is needed for robust estimates of population sizes and trends. This use case combines field collection and data analysis with deep learning to improve results.
Astronomy (Characterizing Lightcurves). Astronomical time series data reveal a variety of behaviors, such as stellar flares or planetary transits. The existing Zooniverse data model requires classification of individual images before aggregation of results and transformation back to refer to the original data. By using the Data-as-Subject model and the Smart Task Assignment capability, volunteers will be able to scan through the entire time series in a machine-aided manner to determine specific light curve characteristics.


The team explores the use of recurrent neural networks (RNNs) to determine automated learning architectures best suited to the projects. Of particular interest is how the degree to which neighboring subjects are coupled affects performance. The integration of existing tools, which is based on application programming interfaces (APIs), also facilitates further tool integration. The effort creates a citizen science framework that directly advances knowledge for three science use cases in biomedicine, ecology, and astronomy, and combines field-collected data with data analysis. This has the ability to solve key problems in the individual applications, as well as benefiting the research of the dozens of projects on the Zooniverse platform. It provides benefits to researchers using citizen scientists, and to the nearly 1.6 million citizen scientists themselves.

This award by the Office of Advanced Cyberinfrastructure is jointly supported by the Division of Research on Learning in Formal and Informal Settings, within the NSF Directorate for Education and Human Resources.

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: Gregory Newman Subhashini Sivagnanam Laura Trouille Sarah Benson-Amram Jeff Clune Lucy Fortson Craig Packer Christopher Lintott Daniel Boley
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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