Skip to main content

Community Repository Search Results

resource evaluation Library Exhibits
Education Development Center (EDC) conducted the external evaluation of this second phase of NASA@ My Library. Library staff from partner libraries increased their confidence and ability to facilitate library programming related to Earth, space, and engineering.
DATE:
TEAM MEMBERS: Ginger Fitzhugh Jennifer Jocz Carrie Liston Jennifer Stiles
resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
DATE:
TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
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.
DATE: -
TEAM MEMBERS: Kevin Ponto David Gagnon
resource project Exhibitions
Escape rooms are an engaging and increasingly popular game format in which a team of players is “locked” in a room and challenged to solve a series of narrative-embedded puzzles encoded in the room’s artifacts in order to “escape” within a set period of time. The University of California Museum of Paleontology, with partners University of Kansas Natural History Museum and the California Academy of Sciences, aim to develop, evaluate, and disseminate a “serious game” (i.e., a game designed for a purpose other than entertainment) based on the escape room model. Our traveling/loanable pop-up escape room and associated extension activities will engage diverse families (ages 8 and up) in museums and libraries in solving a biomedical mystery that teaches fundamental concepts in biology, engages critical-thinking and collaboration skills, and stimulates interest in biomedical careers. STEM Escape will address NGSS-aligned content central to medical research – in particular, it will communicate basic concepts regarding evolutionary relationships, a topic with relevance to a wide variety of medical applications, such as determining the source of emerging infectious diseases, tracking the progression of disease within a host, and identifying new medicines. The project is designed to lay the groundwork for extended family interactions surrounding scientific content and biomedical careers. The immersive game will be supplemented by a set of solo and docent-led follow-up activities that reinforce key concepts and emphasize connections between players’ experience in the game and biomedical research careers. Learners will also receive takeaway media (e.g., activity book) that highlights a diverse set of NIH-funded researchers whose work directly relies on evolutionary patterns/processes. Caregivers will have the option of receiving a follow-up email with free at-home activities. The themed inflatable pop-up room will be wheelchair-accessible and all materials will be bilingual in English and Spanish. The STEM Escape experience will be developed with and for the diverse audiences visiting urban/suburban natural history museums and libraries, as well as with and for rural families, whom we will reach through rural libraries. The project will also produce and evaluate a suite of support materials to facilitate institutional adoption and deployment of the experience. Nine host sites across the country have committed to hosting the room (with an additional two sites in the planning stages), and after the life of the grant, the room will continue to make an impact as a rentable traveling exhibit. Long term, this project will improve the public’s understanding of medically relevant evolutionary content, increase interest in biomedical careers, particularly among underserved groups targeted, and improve our understanding of how immersive games can be used to serve educational objectives.
DATE: -
TEAM MEMBERS: Lisa White
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

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

Project Plan

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

The Research

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

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Lainie Castle
resource evaluation Public Programs
Queens Central Library contracted Randi Korn & Associates, Inc. (RK&A) to conduct an evaluation of the newly completed Children's Library and Discovery Center (CLDC), partially funded by the National Science Foundation. In addition to traditional children's library resources, the CLDC includes interactive science exhibits, programming space, and an early childhood area. The evaluation sought to understand 1) how its family customers use the new CLDC (and its exhibits) and what they most value about it, and 2) experiences of CLDC staff who interact with the customers. How did we approach this
DATE:
TEAM MEMBERS: Randi Korn & Associates, Inc. Queens Central Library
resource project Public Programs
The National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI), in collaboration with the Colorado Clinical and Translational Studies Institute (CTSCI), and Colorado Area Health Education Centers (AHECs), requests support for Discover Health/Descubre la Salud (DH/DS). The bilingual (English/Spanish) project will include an interactive library exhibit supported by media and community education resources to engage underserved communities in learning about their cardiovascular and digestive systems, and how to keep them healthy. The project will target underserved communities, including rural and Latino communities, working through libraries and community institutions. The project will use a strategic combination of bilingual, interactive exhibits presented at libraries and community health fairs and festivals, career events, family nights, science camps, and mini-med schools, to engage students, families, and adults in these important health issues. Project PI Robert Russell, Senior Education Associate at NCIL, and NCIL Founder Co-PI Dusenbery, Founder of NCIL, will direct the project. Dr. Jack Westfall, who will direct the Community Engagement Core of CCTSI and also directs Colorado AHECS, he will direct their subaward. An outstanding advisory committee includes biomedical researchers, community health educators, librarians, and informal science educators. They will provide expertise on biomedical science content and help guide the project's implementation. Knight Williams, Inc., a highly experienced media and community evaluation firm, will conduct the full required project evaluation.
DATE: -
TEAM MEMBERS: Paul Dusenbery