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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Sherry Hsi Darrell Porcello Hyun Joo
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Janice McDonnell Marissa Staffen​ ​
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Ibrahim Dahlstrom-Hakki Jamie Larsen Adam Lalor
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Craig Young George von Dassow Trish Mace Stephen Low Alexander Low
resource evaluation Exhibitions
This is a compilation of front-end, formative, and a partial summative evaluations, and an exploratory study using the xMacroscope, a data visualization technology developed for generating data from an exhibit using data captured from visitor actions.
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resource research Museum and Science Center Exhibits
Project website for the Future Worlds game-based learning environment for environmental sustainability education in science museums and classrooms. 
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TEAM MEMBERS: Jonathan Rowe Wookhee Min James Lester
resource research Museum and Science Center Exhibits
In this paper, we investigate bias detection and mitigation techniques to address issues of algorithmic fairness in multimodal models of museum visitor visual attention.
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TEAM MEMBERS: Halim Acosta Nathan Henderson Jonathan Rowe Wookhee Min James Minogue James Lester
resource research Media and Technology
In recent years, transmedia has come into the spotlight among those creating and using media and technology for children. We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age. Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature
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TEAM MEMBERS: Becky Herr-Stephenson Meryl Alper Erin Reilly
resource project Media and Technology
DuPage Children’s Museum will conduct an in-depth, iterative evaluation of the museum’s Questioneers traveling exhibit and create a permanent 2,000 square-foot, bi-lingual Questioneers exhibit along with related programming that promotes inclusivity and ignites children’s interest in mathematics, science, engineering, and architecture. The exhibit and programming also will help reduce the impact of socioeconomic disparities that are known to discourage underrepresented and underserved populations from pursuing their interest in STEM fields. The exhibit and its related programming will feature characters, activities, and challenges from bestselling children’s books. The museum will coordinate exhibit design and fabrication with community partners.
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TEAM MEMBERS: Kimberly Stull
resource project Media and Technology
The University of Montana will create “Transforming Spaces” to foster a more inclusive, culturally responsive space for Missoula’s urban Indian population and to better meet the community’s needs. The project will explore cross-cultural, collaborative approaches to STEM and Native Science. In collaboration with Montana’s tribal communities, the museum’s education team and advisory groups will design and implement hands-on activities that engage visitors with Native Science. The project will engage tribal role models and partner with tribal elders to create a library of videos for tribal partners, K–12 schools, and organizations. The project will offer teachers professional development designed to fulfill the statewide mandate of Indian Education for All. The exhibit will connect Native and non-Native museum visitors, close opportunity and achievement gaps, and ensure that all Missoula children feel a sense of belonging in museums, higher education, and STEM.
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TEAM MEMBERS: Jessie Herbert-Meny
resource project Media and Technology
The Michigan Science Center will purchase a portable planetarium that will bring planetarium shows to more than 2,000 children through its Traveling Science Program. The museum plans to take the programs to 10 schools and 8 libraries in Metro Detroit and 6 libraries in northern Michigan. They will deliver the portable planetarium shows in coordination with the museum’s long-standing “Scopes in the City” program, which allows people to use telescopes to see the night sky. The program also will expose students to Michigan’s growing aerospace industry and help increase their interest in earth and space science.
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TEAM MEMBERS: Anna Sterner
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace