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resource research Public Programs
Educational approaches that provide meaningful, relevant opportunities for place-based learning have been shown to be effective models for engaging indigenous students in science. The Laulima A ‘Ike Pono (LAIP) collaboration was developed to create a place-based inclusive learning environment for engaging local community members, especially Native Hawaiians and Pacific Islanders, in scientific research at a historically significant ancient Hawaiian fishpond. The LAIP internship focused on problem-solving activities that were culturally relevant to provide a holistic STEM research experience
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TEAM MEMBERS: Judith D. Lemus
resource research Summer and Extended Camps
Increased emphasis on K-12 engineering education, including the advent and incorporation of NGSS in many curricula, has spurred the need for increased engineering learning opportunities for younger students. This is particularly true for students from underrepresented minority populations or economically disadvantaged schools, who traditionally lag their peers in the pursuit of STEM majors or careers. To address this deficit, we have created the Hk Maker Lab, a summer program for New York City high school students that introduces them to biomedical engineering design. The students learn the
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TEAM MEMBERS: Aaron Matthew Kyle Michael Carapezza Christine Kovich
resource evaluation Public Programs
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
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TEAM MEMBERS: Cecilia Garibay
resource evaluation Public Programs
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
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TEAM MEMBERS: Cecilia Garibay
resource evaluation Summer and Extended Camps
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) developed, implemented, and evaluated the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through this grant, the NCBYS extended opportunities for informal science learning for the direct benefit of blind students by conducting six NFB STEM2U regional programs included programs for blind youth, their parents/caregivers, blind teen mentors (apprentices), and museum educators.
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resource project Games, Simulations, and Interactives
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. The proposed project broadens the utility of Public Participation in Scientific Research (PPSR) approaches, which include citizen science, to support new angles in informal learning. It also extends previous work on interactive data visualizations in museums to encompass an element of active contribution to scientific data. To achieve these goals, this project will develop and research U!Scientist (pronounced `You, Scientist!')--a novel approach to using citizen science and learning research-based technology to engage museum visitors in learning about the process of science, shaping attitudes towards science, and science identity development. Through the U!Scientist multi-touch tabletop exhibit, visitors will: (1) interact with scientific data, (2) provide interpretations of data for direct use by scientists, (3) make statements based on evidence, and (4) visualize how their data classifications contribute to globe-spanning research projects. Visitors will also get to experience the process of science, gaining efficacy and confidence through these carefully designed interactions. This project brings together Zooniverse, experts in interactive design and learning based on large data visualizations in museums, and leaders in visitor experience and learning in science museums. Over fifty thousand museum visitors are expected to interact annually with U!Scientist through this effort. This impact will be multiplied by packaging the open-source platform so that others can easily instantiate U!Scientist at their institution.

The U!Scientist exhibit development process will follow rapid iterations of design, implementation, and revision driven by evaluation of experiences with museum visitors. It will involve close collaboration between specialists in computer science, human-computer interaction and educational design, informal science learning experts, and museum practitioners. The summative evaluation will be based on shadowing observations, U!Scientist and Zooniverse.org logfiles (i.e., automated collection of user behavior metrics), and surveys. Three key questions will be addressed through this effort: Q1) Will visitors participate in PPSR activities (via the U!Scientist touch table exhibit) on the museum floor, despite all the distractions and other learning opportunities competing for their attention? If so, who engages, for how long, and in what group configurations? Q2) If visitors do participate, will they re-engage with the content after the museum visit (i.e., continue on to Zooniverse.org)? Q3) Does engaging in PPSR via the touch table exhibit--with or without continued engagement in Zooniverse.org after the museum visit--lead to learning gains, improved understanding of the nature of science, improved attitudes towards science, and/or science identity development?
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TEAM MEMBERS: Laura Trouille Sarah Cole Becky Rother
resource project Exhibitions
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. 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. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
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TEAM MEMBERS: Katy Borner Kylie Peppler Bryan Kennedy Stephen Uzzo Joe E Heimlich
resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of Making have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. WestEd, in collaboration with the Lucile Packard Children's Hospital, the University of Michigan C. S. Mott Hospital Children's Hospital, and the Children's Hospital of Orange County, is conducting a year-long exploratory research study that will focus on the out-of-school learning by adolescents and young adults in children's hospitals. This research study will focus on mobile and dedicated Makerspaces in hospitals to support patients' learning. The application of Makerspaces to hospital environments is a unique opportunity to research a critical need of chronically ill individuals, i.e. to explore how Making can enhance patients' agency, creative STEM learning, and physical well-being. The proposed study is building on the prior work of the principal investigator and will: (1) examine the nature and processes of learning in children's hospitals; (2) revise the current design of the mobile Makerspace and the associated implementation model in response to variations in programmatic contexts across multiple hospital settings and disparate patients' conditions; and (3) investigate and test the effectiveness of the Makerspace approach as it relates to both patients' learning and health outcomes. The study would contribute to longer-term efforts to develop a comprehensive, scalable, and sustainable strategy to determine the programmatic viability of the mobile Makerspace approach across a more varied array of hospital settings. This project has the potential to have a much broader impact by reaching out to other isolated students beyond the hospital environment, including those in residential treatment facilities for behavioral and emotional problems, as well as those attending programs designed to help youth who have been in trouble with the law get back on track. This 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. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This project's goals are to contribute to the understanding of how to: (1) describe and measure the education and health impact of mobile Makerspaces on chronically ill patients, and (2) design and sustain implementation models in various hospital settings. Since a children's hospital is a challenging context to support a patient's learning, it is not typically conducive to learning. Patients are constantly interrupted by the demands of the illness, by the strict protocols that need to be adhered to, and by the medical staff who manage their exhaustive treatment regimens. The mobile Makerspace is intended to adjust the environment in deliberate ways, allowing researchers to study and observe what kinds of learning intervention models enable youth and young adults to recapture a sense of their own agency and enable them to see themselves as creators, and makers of things that improve their own and others' lives. The project will have two strands: one on learning and one on adaptation of the model. In the learning strand, the study will investigate how engaging with the Makerspace can enhance patients' learning by provoking their sense of curiosity, encouraging them to set up and pursue personal goals via invention, and inspiring them to feel more agentive in taking charge of their learning process i.e., development of affinity for and fluency in the ways of knowing, doing and being (the epistemologies and ontologies) of engineers or scientists. In the adaptation strand, they will identify challenges and opportunities for implementing Makerspaces and develop an implementation plan that provides a process for introducing Makerspaces into hospital settings.
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TEAM MEMBERS: Gokul Krishnan Steven Schneider
resource evaluation Afterschool Programs
The Society for Science and the Public’s Advocate Grant Program provides selected Advocates with funding, resources, and information. Advocates include classroom teachers, school and district administrators, university professors, and informal science educators in community-based programs. The role of the Advocate is to support three or more underserved middle or high school students in the process of advancing from conducting a scientific research or engineering design project to entering a scientific competition. Advocates receive a stipend of $3,000; opportunities to meet and interact with
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resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Professional Development, Conferences, and Networks
This ChangeMakers project builds on a 2016 National Academies report finding that scientific literacy can be understood at a community level as opposed to a traditional focus on the individual. This is important since scientific knowledge is often seen as abstract and distant from the daily concerns of average citizens. A community focus shifts the spotlight away from individual learning to collective learning facilitated by trusted cultural institutions serving as social assets. This work brings together scientific expertise and community organizations to advance operational science literacy--scientific ways of problem-solving--for community leaders and functional science literacy--information and skills people can use in their daily lives--among their service populations. This will be done by gathering and sharing knowledge and developing skills and abilities to contribute to the community's overall well-being.

The New England Aquarium (NeAq) and Aquarium of the Pacific (AoP) will apply a community engagement model involving active listening, documentation, alignment of concerns and goals, and co-development of shared solutions that serves the needs of all participants. As part of the Advancing Community Science Literacy (ACSL) project, multi-disciplinary teams from NeAq, AoP and their regional partners will participate in training on the model. They will apply that training to build and implement action plans to advance community-driven responses to local environmental issues. Teams will be assessed with respect to how they use tools from their shared training, along with peer support and coaching, to make progress in engaging diverse community stakeholders. Results of the evaluation will offer insights and recommendations for informal science learning centers to serve their communities more effectively as engagement facilitators and change agents to support science literacy development and action. By applying techniques developed for cultural institutions to communicate about climate science, and combining those with techniques developed for libraries and other organizations to help meet emergent community concerns, such as storm surges and coastal flooding, it is possible to redefine the role informal science learning centers can play as part of a community culture.

ACSL is funded by the Advancing Informal STEM Learning (AISL) program which supports projects that provide multiple pathways for broadening access to and engagement in STEM learning experiences, advances innovative research on and assessment of STEM learning in informal environments, and develops understandings of deeper learning by participants.
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TEAM MEMBERS: Billy Spitzer Julie Sweetland Richard Harwood John Fraser
resource project Public Programs
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
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TEAM MEMBERS: Heidi Ballard Lila Higgins Alison Young