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resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
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TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource project Media and Technology
Three-dimensional digital models are increasingly prevalent in preserving tangible and intangible aspects of Indigenous material heritage. Yet, there are no comprehensive, clearly laid-out best practices that can guide researchers, Indigenous communities, and museum personnel in designing ethically sound and socially engaged 3D heritage preservation projects. The use of 3D technologies for heritage preservation and providing public access to digital 3D collections is well-established in the European context. While there have been several robust efforts on digitizing European national heritage, in the U.S. context, the focus often involves work with Indigenous heritage, instantly placing 3D projects into a post-colonial research paradigm with a complex set of ethical ramifications. This research examines emerging thoughts from the European context and connects them with best practices in digital Indigenous data management to identify practices that contribute to cultures of academic integrity that are inclusive of all stakeholder voices. This work fosters ethical cultures of STEM through the development of a comprehensive Responsible Conduct of Research guiding document that can be adapted to address culture-specific Indigenous perspectives as well as project-specific challenges in future 3D heritage preservation endeavors.

Project goals are accomplished through workshops and virtual collaborations that bring together researchers, Indigenous community members, and heritage preservation professionals with previous experience in the responsible management, protection, and sharing of Indigenous digital data and the use of 3D technology for heritage preservation. The collaboratively produced guidelines outline ethical considerations that can be used in developing: 1) partnerships with origin/descendant communities, 2) institution- and collection-specific museum policies on using 3D technology, 3) Tribal policies for culturally appropriate use of 3D technologies, and 4) training material and curriculum that integrates with other research compliance regulations pertaining to heritage preservation. The project explores the questions that have emerged through previous experiences using 3D technologies to preserve Indigenous ancestral heritage. These questions include the factors contributing to developing ethically sound 3D heritage preservation projects; the practices useful in 3D projects to foster a culture of integrity that equally engages academic and Indigenous perspectives; consideration for what constitutes Responsible Conduct of Research in using 3D technologies to preserve Indigenous cultural heritage; and addressing practice-based questions that contribute to understanding ethical challenges in digitally preserving and presenting Indigenous heritage. The project situates 3D modeling and heritage representation as part of the larger discourse on decolonizing core methodologies in museum management and anthropological collection practices. Results from this work can be adapted to training future researchers and digital heritage management professionals and creating meaningful partnerships in heritage documentation. This research cultivates cultures of academic integrity by informing heritage management policy on the critical importance of heritage ethics for the creation and management of 3D digitization projects involving Indigenous collections. This award is funded by the Directorate of Geosciences and the Directorate of Education and Human Resources.
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TEAM MEMBERS: Medea Csoba-DeHass Lori Collins
resource research Media and Technology
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views. The research explored the potential for informal STEM learning
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TEAM MEMBERS: Lisa Leombruni Heather Hodges
resource project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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: Scott Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
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 evaluation Media and Technology
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
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resource research Media and Technology
Many concepts in astrophysics research can be difficult for a lay individual to understand or to comprehend their importance. One such example concept is the IceCube Neutrino Observatory, which detects high-energy neutrinos at the South Pole in Antarctica. The observatory uses information from detected neutrinos originating deep in outer space to better understand astrophysical phenomena like black holes or exploding stars. Unfortunately, it is often difficult for the public to understand how these pieces fit together towards creating a more complete understanding of our universe. To promote
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TEAM MEMBERS: Ross Treddinick Rebecca Cors James Madsen David Gagnon Silvia Bravo Gallart Bryce Sprecher Kevin Ponto
resource research Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking (CT) concepts and practices. Education Development Center (EDC), WGBH’s research partner for the project, conducted an impact study with 108 English-speaking families (4- to 5-year-old children and their families) to test the promise of this CT learning intervention.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Ashley Lewis-Presser Leslie Cuellar Regan Vidiksis Camille Ferguson
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 Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

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: Ross Higashi
resource project Media and Technology
This project tackles the urgent needs of the nation to engage people of all ages in computational thinking and help them learn basic computer science concepts with a unique and innovative approach of structured in-game computer program coding. Researchers will explore the design and development of a 3D puzzle-based game, called May's Journey, in which players solve an environmental maze by using the game's pseudo code to manipulate game objects. The game is designed to teach introductory but foundational concepts of computer programming including abstraction, modularity, reusability, and debugging by focusing players on logic and concepts while asking them to type simple instructions in a simplified programming language designed for novices. The game design in this project differs from today's block-based programming learning approaches that are often too far from actual computer code, and also differs from professional programming languages which are too complex for novices. The game and its embedded programming language learning are designed to be responsive to the progress of the learner throughout the game, transitioning from pseudo code to the embedded programming language itself. Error messages for debugging are also designed to be adaptive to players' behavior in the game. Using extensive log data collected from people playing the game, researchers can study how people learn computer programming. Such knowledge can advance understanding of the learning processes in computer programming education. Additionally, this work emphasizes the use of games as informal learning environments as they are accessible and fun, drawing attention and retention of many learners of different age groups with the potential to change attitudes towards computer programming across different populations. This project is co-funded by the STEM + Computing (STEM+C) program that supports research and development to understand the integration of computing and computational thinking in STEM learning, and the Advancing Informal STEM Learning (AISL) program that funds innovative research, approaches and resources for use in a variety of settings with its overall strategy to enhance learning in informal environments.

The project's formative and summative evaluation methods, including surveys, expert reviews of learners' computer code developed in the game, and interviews, are used to gauge learners' engagement as well as learning. In exploring learning, researchers aim to understand how players build implicit computer science knowledge through gameplay and how that gameplay relates to their performance on external transfer tasks. The project will answer the following three research questions: (1) Can observers reliably detect and label patterns of gameplay that provide evidence of learning or misconceptions regarding the four computer science constructs - abstraction, modularity, debugging and semantics - that learners exhibit playing May's Journey? (2) How does learner's implicit knowledge of these computer science constructs change over time and do those patterns vary by gender and prior programming experiences? (3) Is there a strong correlation between implicit learning measures and transfer of CS concepts: modularity, debugging, semantics, and abstraction? How do these correlations vary across elements of the game? This work will result in several outcomes: game design metaphors tested for their learning and engagement value that can be abstracted and embedded in different games. This project will also contribute patterns and an understanding of how people learn and engage in problem solving using concepts of abstraction, modularity, debugging and semantics. These outcomes will lead to advancement in knowledge in the learning sciences as well as the design of educational games that enrich STEM learning, particularly in programming and computational thinking. In addition, this project will engage female participants and underserved populations through partnering organizations including National Girls Collaborative project.

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: Magy Seif El-Nasr