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resource project Exhibitions
Many urgent environmental challenges, from soil degradation and water pollution to global climate change, have deep roots in how complex systems impact human well-being, and how humans relate to nature and to each other. Learning In and From the Environment through Multiple Ways of Knowing (LIFEways) is based on the premise that Indigenous stewardship has sustained communities on these lands since time immemorial. This project is collaboratively led by the Indigenous Education Institute and Oregon State University’s STEM Research Center, in partnership with Native Pathways and the Reimagine Research Group, Swinomish Indian Tribal Community, Oregon Museum of Science and Industry, World Forestry Center, and a national park network in the Pacific Northwest. The aim of this partnership is to deepen the informal learning field’s understanding of how Indigenous ways of knowing are currently or can be included in outdoor learning environments such as parks, nature preserves, and tribal lands. The project will share practices that center Indigenous worldviews to build awareness of their value and enhance STEM learning in outdoor settings. These approaches engage Native community members in continuing their traditional knowledge and practices, and help non-Native audiences learn from the dynamic interrelationships of the environment in authentic, respectful ways.

Conventional outdoor education is mostly grounded in Western concepts of “conservation” and “preservation” that position humans as acting separately from nature. This Research in Service to Practice project will identify “wise practices” that honor Indigenous ways of knowing, and investigate current capacities, barriers and opportunities for amplifying Indigenous voices in outdoor education. A team of Native and non-Native researchers and practitioners will draw upon Indigenous and Western research paradigms. Methods include Talk Story dialogues, a landscape study using national surveys, case studies, and a Circle of Relations to interpret and disseminate research findings. LIFEways will also document partnership processes to continue to build on the Collaboration with Integrity framework between tribal and non-tribal organizations (Maryboy and Begay, 2012). Findings from the LIFEways project will be shared broadly through a series of webinars, local and national meetings, conferences, and publications.
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TEAM MEMBERS: Martin Storksdieck Larry Campbell Nancy Maryboy David Begay Shelly Valdez Jill Stein Jamie Donatuto Ashley Teren Ka’iu Kimura Chris Cable Victoria Coats Andrew Haight Tim Hecox Elexis Fredy Greg Archuleta Geanna Capitan Vernon Chimegalrea Joe E Heimlich Herb Lee David Lewis Carol McBryant Sadie Olsen Laura Peticolas Stephanie Ratcliffe Darryl Reano Craig Strang Kyle Swimmer Polly Walker Tim Watkins Shawn Wilson Pam Woodis
resource project Exhibitions
This project is designed to support collaboration between informal STEM learning (ISL) researchers, designers, and educators with sound researchers and acoustic ecologists to jointly explore the role of auditory experiences—soundscapes—on learning. In informal STEM learning spaces, where conversation advances STEM learning and is a vital part of the experience of exploring STEM phenomena with family and friends, attention to the impacts of soundscapes can have an important bearing on learning. Understanding how soundscapes may facilitate, spark, distract from, or even overwhelm thinking and conversation will provide ISL educators and designers evidence to inform their practice. The project is structured to reflect the complexity of ISL audiences and experiences; thus, partners include the North Park Village Nature Center located in in a diverse immigrant neighborhood in Chicago; Wild Indigo, a Great Lakes Audubon program primarily serving African American visitors in Midwest cities; an after-school/summer camp provider, STEAMing Ahead New Mexico, serving families in the rural southwest corner of New Mexico, and four sites in Ohio, MetroParks, Columbus Zoo and Aquarium, Franklin Park Conservatory and Botanical Gardens, and the Center of Science and Industry.

Investigators will conduct large-scale exploratory research to answer an understudied research question: How do environmental sounds impact STEM learning in informal learning spaces?  Researchers and practitioners will characterize and describe the soundscapes throughout the different outdoor and indoor exhibit/learning spaces. Researchers will observe 800 visitors, tracking attraction, attention, dwell time, and shared learning. In addition to observations, researchers will join another 150 visitors for think-aloud interviews, where researchers will walk alongside visitors and capture pertinent notes while visitors describe their experience in real time. Correlational and cluster analyses using machine learning algorithms will be used to identify patterns across different sounds, soundscapes, responses, and reflections of research participants. In particular, the analyses will identify characteristics of sounds that correlate with increased attention and shared learning. Throughout the project, a team of evaluators will monitor progress and support continuous improvement, including guidance for developing culturally responsive research metrics co-defined with project partners. Evaluators will also document the extent to which the project impacts capacity building, and influences planning and design considerations for project partners. This exploratory study is the initial in a larger research agenda, laying the groundwork for future experimental study designs that test causal claims about the relationships between specific soundscapes and visitor learning. Results of this study will be disseminated widely to informal learning researchers and practitioners through workshops, presentations, journal articles, facilitated conversations, and a short film that aligns with the focus and findings of the research.
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TEAM MEMBERS: Martha Merson Justin Meyer Daniel Shanahan
resource project Exhibitions
The Science Museum of Minnesota (SMM) will collaborate with four community organizations serving Black, Indigenous, and People of Color (BIPOC) audiences to research and develop a novel outdoor makerspace that engages families in STEM learning. A makerspace is a place where people work together on creative, interest driven projects. In working with BIPOC families, the project addresses three forms of historical (and present day) exclusion of community participants, including participation in the design of informal learning experiences, participation in such activities, and overall engagement in STEM. The project aims to develop activities that foster STEM learning using natural materials in an outdoor makerspace, informed through robust collaboration with local communities. This project will result in an outdoor makerspace at SMM that will include 3-4 settings (approximately 2500 square feet total) that house and support multiple making activities in an outdoor context. The proposed work will contribute to advancing knowledge through exploring how BIPOC families define learning in makerspaces and how younger children can be fully engaged in family learning. The project will share the inclusive design and community collaboration practices developed through this work with other museums, maker educators, and other community organizations that can develop or expand their own outdoor makerspaces in ways that will respect and reflect BIPOC families’ perspectives.

BIPOC families will join museum staff as contributors in the development and iteration of an outdoor makerspace and collaborators in the development of generalized design principles and dissemination of the research. Visitor-captured video of engagement in the outdoor makerspace, surveys, and memos from design meetings with community partners serve as the foundation for the process of aligning design and development of outdoor informal science education spaces with community needs and values. All research activities will be guided by a culturally responsive research framework and use strategies to ensure the multicultural validity such as video meaning-making with family research participants and member-checking instruments, data analyses, and findings with Design Partners. Project research will address three questions: (1) What are the characteristics of family learning in an outdoor nature-situated makerspace, including how BIPOC families identify and describe STEM learning and how outdoor spaces can be built to support BIPOC families’ perspectives? (2) How can the space be built to support multi-age families to engaged in making, including a focus on what design elements support preschool learner’s engagement and sustained participation by other family members? and (3) How do the design principles for making with widely available materials translate from indoor to outdoor spaces and materials? Research findings, design principles and community engagement guides will be widely disseminated to researchers, designers, program developers, informal science institutions and community organizations.
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resource project Exhibitions
Artificial intelligence (AI) is in many of our everyday activities—from unlocking phones to running Internet searches to parking cars. Yet, most instruction on how AI works is only in computer science courses. The unique role that AI plays in making decisions that affect human lives heightens the need for education approaches that promote public AI literacy. Little research has been done to understand how we can best teach AI in informal learning spaces. This project will engage middle school age youth in learning abouts AI through interaction with museum exhibits in science and technology centers. The exhibits employ embodied interactions and creative making activities that involve textiles, music making, and interactive media. The research will build on three exhibit prototypes that teach about concepts including bias in data in machine learning, AI decision-making processes, and how AI represents knowledge. Female-identifying and Title 1 youth will be recruited as participants during the exhibit design iterations and testing. The 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

Researchers will explore two key research questions: 1) How can the design of interactive museum exhibits encourage interest development in and learning about AI among learners without a Computer Science background by using embodiment and creative making? and 2) How do embodied interaction and creative making mediate learning about AI in informal learning environments? The project will take a design-based research approach, iteratively building on existing exhibit prototypes and testing them in-situ with learners. Data sources and modes of analysis will include retrospective surveys to assess interest, content knowledge gain, creativity, learning talk analysis of audio recordings, and coding of embodied movements in video recordings. Learning talk analysis will identify instances of joint sensemaking during naturalistic interactions with our exhibit to reveal connections between sensemaking talk; learners' behaviors and embodied actions during real-time collaborative knowledge building; and outcomes in knowledge, interest, and creativity measures as elicited in retrospective surveys. The final set of exhibits will be rigorously evaluated with over 500 museum visitors. The key contributions of this work will include a set of rigorously tested exhibits, publicly available exhibit designs, a set of design guidelines for developing AI literacy museum exhibits, and an improved understanding of the relationship between AI-related learning and interest development, embodiment, and creativity.
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TEAM MEMBERS: Brian Magerko Duri Long Jessica Roberts
resource project Public Programs
This project addresses a longstanding problem in informal science education: how to increase the likelihood of consequential science, technology, engineering, and mathematics (STEM) learning from short duration experiences such as field trips. Although informal learning experiences can greatly contribute to interest in and knowledge of science, there is a shared concern among educators and researchers that students may have difficulty recalling and using scientific information and practices emphasized during these experiences, even though doing so would further their science learning. Nonetheless, science learning is rarely, if ever, a "one-shot deal." Children acquire knowledge about science cumulatively across different contexts and activities. Therefore, it is important that informal science learning institutions identify effective practices that support the consolidation of learning and memory from exhibit experiences to foster portable, usable knowledge across contexts, such as from informal science learning institutions, to classrooms, and homes. To this end, this Research in Service to Practice project seeks to harness the power and potential of visual representations (e.g., graphs, drawings, charts, maps, etc.) for enhancing learning and encouraging effective reflection during and after science learning experiences. The project promises to increase learning for the 9,000+ 5th and 6th grade students from across the rurality and growing diversity of the state of Maine who annually participate in LabVenture, a 2.5-hour exploration of the Gulf of Maine ecosystem at Gulf of Maine Research Institute. The research will provide new and actionable informal science learning practices that promote engagement with visual representations and reflection, and science understandings that can be applied broadly by informal science institutions. This project is funded by the Advancing Informal STEM Learning (AISL) and the Discovery Research PreK-12 (DRK-12) programs. It supports the AISL program goals to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. It supports the DRK-12 program goal of enhancing the learning and teaching of STEM by preK-12 students and teachers.

The project is grounded in the idea that visual representations, including drawings, can both enhance science learning and encourage reflection on doing science that can support extension of that learning beyond a singular informal science experience. The project uses design-based research to address the following research questions: (1) Does reflection during an informal science learning experience promote students’ retention and subsequent use of science information and practices that are part of the experience? (2) Does interpreting and constructing visual representations, such as drawings, improve students’ understanding and retention of information, and if so, how and when? and (3) Does combining visual representations and narrative reflections confer benefits on students’ science learning and engagement in science practices both during the informal learning experience, and later in their classrooms and at home? These questions will be pursued in collaboration with practitioners (both informal educators and classroom teachers) and a diverse team of graduate and undergraduate student researchers. Approximately 600 student groups (roughly 3000 individual students) will be observed during the LabVenture experience, with further data collection involving a portion of these students at school and at home. The project will yield resources and video demonstrations of field-tested, empirically based practices that promote engagement with visual representations and reflection, and science understandings that can travel within students' learning ecosystem. In support of broadening participation, the undergraduate/graduate student researchers will gain wide understanding and experience connecting research to practice and communicating science to academic and nonacademic audiences.
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TEAM MEMBERS: David Uttal Amanda Dickes Leigh Peake Catherine Haden
resource project Exhibitions
This award is funded with support from NSF's program for Advancing Informal STEM Education.

This project develops a partnership between language researchers and Planet Word, a new museum devoted to language in Washington D.C., to engage museum visitors in scientific research and outreach. Interested museum visitors from all ages and backgrounds are invited to participate in behavioral research studies on a range of language-related topics. This "living language laboratory" of interactive studies includes accompanying educational demonstrations. These activities will lead to the development of infrastructure and best practices that will allow future language researchers to engage with the public at Planet Word and other similar sites.

The project enhances scientific understanding by engaging visitors in activities that expose them to active science about language as a part of their visit to the museum. For example, the research examines topics from understanding what makes certain American Sign Language signs more learnable, to why it is easier to understand people we know rather than strangers, to whether we think differently when we are reading a text message compared to reading more formal writing. In doing so, the project raises the profile of linguistics among the general public and promotes scientifically informed attitudes about language. The project also provides key opportunities to disseminate research findings of interest to the public and to promote greater interest in STEM topics among museum visitors, as well as student trainees and museum staff. The project creates educational and research opportunities for students, who will be trained in a hands-on course, and will gain first-hand experience with research and outreach in a museum setting. Through the collaborative partnership of researchers from University of Maryland, Howard University, and Gallaudet University, the project broadens participation of underrepresented minority students in the language sciences, seeking to diversify the pipeline of scholars continuing in careers in the language sciences and related STEM fields.
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TEAM MEMBERS: Charlotte Vaughn Yi Ting Huang Deanna Gagne Patrick Plummer
resource project Exhibitions
Public outdoor spaces present opportunities for social experiences and learning. This Broader Implementation project will expand and evaluate a model that transforms urban public spaces into accessible and engaging environments for learning social science in outdoor public spaces. The model combines social science inquiry exhibits, place making and human facilitation of learning experiences in outdoor public areas. Project exhibits use the facilitated social interactions as both the content of and medium for the experiences. This project will adapt the existing exhibits and add new exhibits and facilitation techniques for testing in three different urban environments. Project research will explore the efficacy of these adaptations and revised facilitation techniques for the different settings in collaboration with civic partners at each site. The project will share the model and research findings widely through the Exploratorium website and publications for researchers, developers, and educators.

The team’s prior research showed that facilitators improved multiple learning outcomes with the current exhibits. Visitors acquired new social observation skills, reflected on their own experiences, perceptions, and actions, and increased their awareness for how social behavior, cognition, and emotion can be studied scientifically. Building on the prior research, the project will install the exhibition and test its efficacy in three different urban environments and explore the adaptations that are required for different settings with different civic partners. The project will use design-based research to develop a new theoretical model of facilitation strategies for supporting science learning in outdoor public spaces. For evaluation, the project will use mixed methods, including observations, interviews, surveys, and document review. Evaluation will assess success in attracting and engaging visitors; conveying social science concepts; prompting self-reflection of judgments and actions; and fostering empathy among those with different social identities. The project will assess the extent to which participants, particularly those from marginalized communities, experience feelings of belonging and inclusion. The project will be presented in three sites which represent the significant diversity, income levels, and urban environments of San Francisco. Facilitation strategies are being co-developed with Urban Alchemy, an organization that works within distressed urban communities in San Francisco. Project site partners and collaborators include the San Francisco Public Library, the Port of San Francisco, and the San Francisco Department of Parks and Recreation. The project will also measure partnership outcomes, through surveys and interviews, to look at the extent and ways the project integrates a co-creation model and develops an authentic, mutually beneficial, sustainable partnership. The project will generate and disseminate generalizable knowledge about the affordances of combining informal science learning, placemaking, and facilitation in a variety of free, outdoor STEM learning spaces in collaboration with local community groups. The project will also advance public understanding of the social and behavioral sciences.

This research project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and sssessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Zoos and aquariums have been offering programming, events, and visit accommodations to autistic individuals for several years. While these efforts can provide great experiences, they are focused more on accommodation and the outward-facing guest experience than inclusion. Lack of inclusion features in design, programming, and representation amongst zoo and aquarium representatives, ultimately limits full inclusion and adds to a sense in autistic individuals of not belonging and not being welcomed. To develop a fully inclusive experience for autistic individuals, this project will develop an evidence-based framework of inclusive practices for zoos and aquariums and build a community of practice around inclusion broadly. The project brings together researchers from Oregon State University, Vanderbilt Kennedy Center’s Treatment and Research Institute for Autism Spectrum Disorders, and the Association of Zoos and Aquariums. Researchers will create and investigate the extent and ways in which a research-informed framework and associated tools (i.e. case studies, discussion guides, self-guided audits, etc.) and strategies support science learning for autistic individuals, and help practitioners expand access and inclusion of autistic audiences beyond special events or the general visit experience by applying inclusive practices for programs, exhibit development, internships, volunteer opportunities, and employment. To maximize impact, the project will develop and expand a network of early adopters to build a community of practice around inclusive practices to develop fully inclusive zoo and aquarium experiences for all individuals.

The project will investigate 4 research questions: (1) In what ways and to what extent are zoos and aquariums currently addressing access and inclusion for autistic individuals? (2) How do staff in zoos and aquariums perceive their and their institution’s willingness and ability to address access and inclusion for autistic individuals? (3) What is a framework of evidence-based practices across the zoo and aquarium experience that is inclusive for autistic individuals, and what associated tools and strategies are needed to make the framework useful for early adopters? And (4) to what extent and in what ways does a research informed framework with associated tools and strategies engage, support, and enhance an existing community of practitioners already dedicated to addressing autistic audiences and promote inclusive practices at zoos and aquariums for autistic people? The project is designed as two phases: (1) the research and development of a framework of inclusive practices and tools for supporting autistic individuals and (2) expanding a network of early adopters to build a community of practice around inclusive practices and an overall strategy of implementation. The framework will be informed through a state of the field study across the zoo/aquarium field that includes a landscape study and needs assessment as well as a review of literature that synthesizes existing research across disciplines for developing inclusive practices for autistic individuals in zoos and aquariums. The team will also conduct online surveys and focus groups to gather input from various stakeholders including zoo and aquarium employees and practitioners, autistic individuals, and their social groups (e.g., family members, peers, advocacy organizations). The second phase of the study will focus on sharing the framework and tools with practitioners across the zoo/aquarium field for feedback and reflection to develop an overall strategy for broader implementation and expanding the existing network of zoo and aquarium professionals to build a community of practice dedicated to the comprehensive inclusion of autistic individuals across the full zoo and aquarium experience. The results will be disseminated through conference presentations, scholarly publications, online discussion forums, and collaborative partners’ websites. The project represents one of the first of its kind on autistic audiences within the zoo and aquarium context and is the first to look at the full experience of autistic patrons to zoos and aquariums across programs/events, exhibits, volunteering, internship, and employment opportunities. A process evaluation conducted as part of the project will explore how the approach taken in this project may be more broadly applied in understanding and advancing inclusion for other audiences historically underserved or marginalized by zoos and aquariums.

This Research in Service to Practice project is supported by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Kelly Riedinger Lauren Weaver Amy Rutherford
resource project Media and Technology
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Math is everywhere in the world, but youth may see math as disconnected from their everyday experiences and wonder how math is relevant to their lives. There is evidence that informal math done by children is highly effective, involving efficiency, flexibility, and socializing. Yet, more is needed to understand how educators can support math engagement outside of school, and the role these out-of-school experiences can play relative to the classroom and lifelong STEM learning. This Innovations and Development Project seeks to conduct research on a location-based mobile app for informal mathematics learning. This research takes place at 9 informal learning sites and involves iteratively designing an app in which learners can view and contribute to an interactive map of math walk “stops” at these sites. Learners will be able to select locations and watch short videos or view pictures with text that describe how mathematical principles are present in their surroundings. For example, learners could use the app to discover how a painting by a local Latino artist uses ratio and scale, or how a ramp in downtown was designed with a specific slope to accommodate wheelchairs. Research studies will examine the affordances of augmented reality (AR) overlays where learners can hold up the camera of their mobile device, and see mathematical representations (e.g., lines, squares) layered over real-world objects in their camera feed. Research studies will also examine the impact of having learners create their own math walk stops at local informal learning sites, uploading pictures, descriptions, and linking audio they narrate, where they make observations about how math appears in their surroundings and pose interesting questions about STEM ideas and connections they wonder about.

This project draws on research on informal math learning, problem-posing, and culturally-sustaining pedagogies to conduct cycles of participatory design-based research on technology-supported math walks. The research questions are: How does posing mathematical scenarios in community-imbedded math walks impact learners’ attitudes about mathematics? How can experiencing AR overlays on real world objects highlight mathematical principles and allow learners to see math in the world around them? How can learners and informal educators be engaged as disseminators of content they create and as reviewers of mathematical content created by others? To answer these questions, five studies will be conducted where learners create math walk stops: without technology (Study 1), with a prototype version of the app (Study 2), and with or without AR overlays (Study 3). Studies will also compare children's experiences receiving math walk stops vs. creating their own stops (Study 4) and explore learners reviewing math walk stops made by their peers (Study 5). Using a community ethnography approach with qualitative and quantitative process data of how youth engage with the app and with each other, the project will determine how the development of math interest can be facilitated, how learner-driven problem generation can be scaffolded, and under what circumstances app-based math walks are most effective. The results will contribute to research on the development of interest, problem-posing, informal mathematics learning, and digital supports for STEM learning such as AR. This project will promote innovation and have strategic impact through a digital infrastructure that could be scaled up to support STEM walks anywhere in the world, while also building a local STEM learning ecosystem among informal learning sites focused on informal mathematics. This project is a partnership between Southern Methodist University, a nonprofit, talkSTEM that facilitates the creation of community math walks, and 9 informal learning providers. The project will directly serve approximately 500 grades 4-8 learners and 30-60 informal educators. The project will build capacity at 9 informal learning sites, which serve hundreds of thousands of students per year in their programming.

This Innovations in Development project is supported by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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TEAM MEMBERS: Candace Walkington Anthony Petrosino Cathy Ringstaff koshi dhingra Elizabeth Stringer
resource project Public Programs
Informal STEM education spaces like museums can intentionally serve surrounding communities and support sustainable and accessible engagement. Building from this base, the project takes a stance that the intersection of the museum, home/family life and the youth’s internal practices and disciplinary sense of self are rooted in history and culture. Thus, this CAREER work builds on the following principles: Black families and youth have rightful presence in STEM and in STEM learning environments; Black families are valuable learning partners; and Black youths need counterspaces to explore STEM as one mechanism for creating future disciplinary agency. In partnership with the Henry Ford Museum and the Detroit-Area Pre-College Engineering Program, the project seeks to (a) expand the field's understanding of how Black youth engineer and innovate; (b) investigate the influence of a culturally relevant curriculum on their engineering practices and identity, knowledge, and confidence; and (c) describe the ways Black families and museums support youth in engineering learning experiences. The work will center on the 20-hour “Innovate” curriculum which was designed by the museum to bridge design, innovation, and creation practices with the artifacts of innovators throughout time. The project comprises six weekend “Innovate” sessions and an at-home innovation experience plus participation in an annual Invention Convention. By focusing on these aims, this research responds to the goals of the Advancing Informal STEM Learning (AISL) program, which seeks to advance evidence-based understanding of the design and development of STEM learning opportunities for the public in informal environments. This includes providing multiple pathways for broadening engagement in STEM learning experiences and advancing innovative research on STEM learning in informal environments.

The main research questions of this multiphase CAREER award are: (1) What practices do Black youths and families engage in as they address engineering, design, and innovation challenges? (2) In what ways does a culturally relevant museum-based innovation program influence the design and innovation practices and assessment performance of Black youths and families as they engage in engineering, design, and innovation across learning settings? (3) How does teaching innovation, design, and engineering through historical re-telling and reconstruction influence a youth’s perception of their own identities, abilities, and practices? and (4) How do Black families engage with informal STEM learning settings and what resources best support their engineering, design, and innovation exploration? Youth in sixth grade are the focus of the research. The work is guided by ecological systems, sociocultural learning, culturally relevant pedagogy, and community cultural wealth theories. During phase one, the focus will be to refine the curriculum and logistics of the study implementation. The investigator will enhance the curriculum to include narratives of Black innovators and engineers. Fifteen families will be recruited to participate in the program enhancement pilot and initial research cycle for phase two. In phase three another cohort of families will be recruited to participate. Survey research, narrative inquiry and digital ethnography will comprise the approaches to explore the research questions. The evaluation has a two-pronged focus: to assess (1) how well the enhanced Innovate curriculum and museum/home learning experience supports Black families’ participation and (2) how well the separate phases of the study connect and operate together to meet the research aims. The study’s findings can help families and informal practitioners leverage evidence-based approaches to support Black youth in making connections between history and out-of-school contexts to model and develop their innovative engineering practices. Additionally, this work has implications for Black undergraduate students who will develop skills through their mentorship and researcher roles, studying cultural practices and learning experiences. The research study and findings can inform the design of future museum/home learning programs and research opportunities for Black learners in informal learning spaces.

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: DeLean Tolbert Smith
resource project Exhibitions
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.

This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
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TEAM MEMBERS: Kevin Ponto David Gagnon
resource project Exhibitions
Recent studies have advocated for a shift toward educational practices that involve learners in actively contributing to science, technology, engineering, and mathematics (STEM) as a shared and public endeavor, rather than limiting their involvement to the construction of previously established knowledge. Prioritizing learners’ agency in deciding what is worth knowing and how learning takes place may create more equitable and inclusive learning experiences by centering the knowledge, cultural practices, and social interactions that motivate learning for people across ages, genders, and backgrounds. In informal learning environments, families’ social interactions are critical avenues for STEM learning, and science centers and museums have developed strategies for prompting families’ sustained engagement and conversation at STEM exhibits. However, exhibits often guide visitors’ exploration toward predetermined insights, constraining the ways that families can interact with STEM content, and neglecting opportunities to tap into their prior knowledge. Practices in the maker movement that emphasize skill-building and creative expression, and participatory practices in museums that invite visitors to contribute to exhibits in consequential ways both have the potential to reframe STEM learning as an ongoing, social process that welcomes diverse perspectives. Yet little is known about how these practices can be scaled, and how families themselves respond to these efforts, particularly for the diverse family audiences that science centers and museums aim to serve. Further, although gender and ethnicity both affect learning in informal settings, studies often separate participants along a single dimension, obscuring important nuances in families’ experiences. By addressing these outstanding questions, this research responds to the goals of the Advancing Informal STEM Learning (AISL) program, which seeks to advance evidence-based understanding of the design and development of STEM learning opportunities for the public in informal environments. This includes providing multiple pathways for broadening engagement in STEM learning experiences and advancing innovative research on STEM learning in informal environments.

Research will address (1) how families perceive and act on their collective epistemic agency while exploring STEM exhibits (i.e., how they work together to negotiate and pursue their own learning goals); (2) whether and how families’ expressions of agency are influenced by gender and ethnicity; and (3) what exhibit design features support expressions of agency for the broadest possible audience. Research studies will use interviews and observational case studies at a range of exhibits with distinct affordances to examine families’ epistemic agency as a shared, social practice. Cultural historical activity theory and intersectional approaches will guide qualitative analyses of families’ activities as systems that are mediated by the physical environment and social setting. Education activities will involve an ongoing collaboration between researchers, exhibit designers, educators, and facilitators (high-school and college-level floor staff), using a Change Laboratory model. The group will use emerging findings from the research to create a reflection tool to guide the development of more inclusive learning experiences at STEM exhibits, and a set of design principles for supporting families’ expressions of agency. A longitudinal ethnographic study will document the development of inclusive exhibit design practices throughout the project as well as how the Change Lab participants develop their sociocultural perspectives on learning and exhibit design over time. Analyzing these shifts in practice within the Change Lab will provide a deeper understanding of what works and what is difficult or does not occur when working toward infrastructure change in museums. By considering how multiple aspects of families’ identities shape their learning experiences, this work will generate evidence-based recommendations to help science centers and museums develop more inclusive practices that foster a sense of ownership over the learning process for the broadest possible audience of families.
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TEAM MEMBERS: Susan Letourneau