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resource research Public Programs
In The Nature of Community: SCIENCES, we share the lessons learned from an innovative partnership designed to leverage the strengths of two nonprofit organizations—a large cultural institution and a smaller, deeply-rooted community-based organization, both of which offer informal science education expertise. You’ll read first-hand reflections of how staff members, community leaders and members, children, and adults experienced this partnership: the expectations, surprises, challenges, successes, and lessons learned. We hope the description of this partnership inspires other organizations to
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resource evaluation Public Programs
The purpose of the Science Center Public Forums project was to engage citizens with NOAA data about climate-related hazards, resilience strategies, and related policies. Forum modules about four climate-related hazards were created, and used as a part of forum programs at eight museums around the US. Evaluation findings are structured around three themes: 1) learning, 2) interest, engagement, and attitudes, and 3) educator outcomes. Data showed high levels of prior knowledge about environmental hazards and interactions between human and natural systems; resilience efforts; and the ways science
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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 evaluation Media and Technology
‘6 Degrees of Connection’ is an informative and memorable program that combines a one-hour Science On a Sphere® interactive presentation with a follow-up creative art activity – each aspect of which encourages middle school students to think of interconnections among phenomena on the planet, including the natural world and human activity. The ‘6 Degrees of Connection’ program was developed by the Nurture Nature Center (Easton PA) in collaboration with the Maryland Science Center (Baltimore MD) through an extensive process of developing the concept, prototypes, and final program. Lehigh
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TEAM MEMBERS: Kathryn Semmens Rachel Hogan Carr Keri Maxfield Jim O'Leary Joan Ramage Maurice Henderson Christine Larouche Jeff Hayward
resource evaluation Professional Development, Conferences, and Networks
The STAR Library Network Phase 2 (STAR Net) brings inquiry-based STEM learning experiences to public libraries through six traveling exhibits, training for library staff and associated programming for library patrons, and a virtual community of practice for library staff and others interested in bringing STEM programming to libraries. In 2014, the National Science Foundation (NSF) awarded a four-year grant to the Space Science Institute’s (SSI) National Center for Interactive Learning (NCIL) and its partners—the American Library Association (ALA), the Lunar and Planetary Institute (LPI), the
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TEAM MEMBERS: Ginger Fitzhugh Sarah Armstrong Sheila Rodriguez Vicky Coulon
resource evaluation Professional Development, Conferences, and Networks
The STAR Library Network Phase 2 (STAR Net) brings inquiry-based STEM learning experiences to public libraries through six traveling exhibits, training for library staff and associated programming for library patrons, and a virtual community of practice for library staff and others interested in bringing STEM programming to libraries. In 2014, the National Science Foundation (NSF) awarded a four-year grant to the Space Science Institute’s (SSI) National Center for Interactive Learning (NCIL) and its partners—the American Library Association (ALA), the Lunar and Planetary Institute (LPI), the
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TEAM MEMBERS: Ginger Fitzhugh Sarah Armstrong Sheila Rodriguez Vicky Coulon
resource research Public Programs
How does focusing on “community science literacy” change the role of an informal science learning center? This poster was presented at the 2019 NSF AISL Principal Investigators meeting.
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TEAM MEMBERS: Billy Spitzer
resource evaluation Public Programs
The Monterey Bay Aquarium is planning to redesign existing conservation-related interactives as well as add new experiences on the Aquarium floor. In preparation for this project, the Aquarium sought to gain a better understanding of visitors’ awareness of and engagement in conservation-related actions and responses to conservation-related messaging. The Aquarium contracted with MWA Insights to conduct a front-end evaluation study to help inform the planning for these conservation stations. Specifically, the evaluation sought to understand: Are visitors aware of issues affecting the
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TEAM MEMBERS: Maia Werner-Avidon Jennifer Rigney Elise Walmsley Cindy Serraino
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase student motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by designing, implementing, and testing an afterschool internship program that will engage older youth in work-based learning experiences in in STEM fields. The new model program will link the resources and learning approaches of the Global Learning and Observations to Benefit the Environment (GLOBE) program to career academies where youth from populations underrepresented in STEM fields will gain direct experiences in data collection and analysis through student-led investigations in the geosciences and environmental studies. Two key outcomes of this project will be: (a) Development of a replicable model of an afterschool STEM internship program for informal STEM learning environments and schools across the nation, and (b) Development of a set of measurement tools and approaches that can assess and promote understanding regarding how youth think and feel about science and their possible future roles in science careers. Participating youth will master scientific practices and become immersed in science culture through opportunities to develop research projects, interact with scientists, and collaborate with fellow student-researchers. In the process, they will develop collaboration and communication skills, and gain an increased sense of identity and agency in science fields. They will also learn new strategies to attain their career goals.

In developing and testing the new model of an afterschool program focusing on STEM careers, the project will draw on both existing and emerging knowledge from three areas of inquiry: informal STEM learning, youth development, and work-based learning. The project will bring together theory related to work-based learning and apprenticeship to knowledge about informal STEM learning and youth development, addressing the needs of older youth as they transition to adulthood. The program will also explore the use of measurement tools that address workforce-related student learning goals in addition to social-emotional learning and STEM learning goals, adapting existing tools and developing new tools as needed. The result will be a replicable model for an afterschool, career-focused internship that facilitates STEM learning and identity, employing youth development principles, such as experiential learning, peer collaboration, adult mentoring, and meaningful contributions to the world beyond school. The project will use a mixed-methods approach to investigate four research questions: (1) What aspects of the program are most important for promoting the development of scientific practices, socio-emotional learning, and career skills? (2) How can afterschool informal science learning be designed to address the perceptions and needs of diverse groups, especially those from populations underrepresented in STEM? (3) How do youth make gains in developing facility with STEM practices, key social-emotional outcomes needed in work and civic life, and career development knowledge? And (4) How do we accurately measure development of scientific practices, socio-emotional learning and career skills? The project will develop pretest and posttest self-report measures to gauge program influence on social-emotional outcomes and career-related outcomes, and performance-based assessments and rubrics will be used to assess culminating science projects. Other factors contributing to the success of the new model will be examined through analysis of coach instructional logs, surveys, and questions, as well as participant observations, interviews, and focus groups. Project participants will be youth of ages 14-18 recruited from ten inner-city schools having large populations of students from groups underrepresented in STEM fields. Participants will meet in teams of approximately 14 interns for a total of 2.5 hours per week for 32 weeks. Each team will also meet an additional 4-6 times for weekend or overnight outings associated with their study sites.
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TEAM MEMBERS: Manuel Alonso Cathy Ringstaff Svetlana Darche
resource project Exhibitions
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 Research in Service to Practice project will study how visual immersion and interactivity in augmented reality (AR) affects visitors' engagement and understanding of science. The research involves creating different versions of an AR exhibit to communicate paleontology research from the La Brea Tar Pits to the general public. Different versions of the exhibit will be compared to learn how design choices for immersion and interactivity impact visitors' engagement and understanding of science. The result of this study should be a model to follow for similar public exhibits, as well as design principles that generalize to AR experiences for a broader range of informal learning environments. This project will also demonstrate and report on specific AR mechanisms that help visitors understand the scientific process and increase knowledge about paleontology research.

The study includes a user-centered design and evaluation process with both formative and comparative studies. This project investigates two high-level design factors for mobile AR: visual immersion and interactivity. These impact the learning experience and the development so extensively that multiple versions are seldom compared. These factors also have unique considerations for informal settings, such as how to balance immersion against situational awareness (e.g., 3D viewers reduce field of view). One goal of this project is to systematically compare qualitatively different AR designs that convey equivalent science content and study these tradeoffs empirically. The second goal is to leverage these findings to publicly release an AR experience that promotes engagement, increases understanding of science, and reduces scientific misconceptions. This research will also contribute to understanding usability and logistical issues for different AR designs for public, outdoor, informal settings.

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: Emily Lindsey Benjamin Nye Gale Sinatra William Swartout
resource evaluation Public Programs
This set of appendices represent all research instruments related to study presented in the I/CaLL Art Experiences and Advancing Science Literacy report (NewKnowledge Publication #NSF.097.115.07). Appendix A: Installation Site Intercept Interview Instrument Appendix B: Artists-Scientists Walk & Talks Instrument Appendix C: Post-Performance Event Survey Instrument Note that researchers did not use an instrument for the fourth aspect of the study, the post-performance event reflection sessions. Instead, they allowed the discussions to be directed by the reflection participants.
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TEAM MEMBERS: John Fraser Rebecca Joy Norlander Sophie Swanson Nezam Ardalan Kate Flinner Joanna Laursen Brucker Nicole LaMarca
resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman