Skip to main content

Community Repository Search Results

resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
DATE: -
TEAM MEMBERS:
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.
DATE:
TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Ibrahim Dahlstrom-Hakki Jamie Larsen Adam Lalor
resource evaluation K-12 Programs
In fall 2019, the Bell Museum received funding via a NASA TEAM II grant to create Mars: The Ultimate Voyage, a full-dome planetarium show and accompanying hands-on activities that focus on the interdisciplinary roles that will be needed to send humans to Mars. This report from Catalyst Consulting Group presents the findings from the summative evaluation completed in March–May 2023.
DATE:
TEAM MEMBERS: VERONICA DEL BIANCO Maren Harris Karen Peterman
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 project Public Programs
The Children's Museum of Wilmington will renew and expand its STEM All-Stars program for at-risk and underserved youth to enhance and apply their knowledge of STEM concepts in a fun, safe, and contemporary learning environment. Twice per month from January through May in 2019 and 2020, a third-grade class will visit the Children's Museum of Wilmington for two-to-one student to faculty ratio workshops exploring states of matter, the wonders of the solar system, various science career paths, and more through activities which complement the NC Science Standard Curriculum. Students will document their workshop experiments, hypotheses, and findings in personal journals. Project goals include improving students' competence in STEM concepts, nurturing student enthusiasm for STEM subjects, and encouraging students to pursue careers in STEM-related areas. Teachers will be asked to participate in two assessments per year to evaluate the STEM All-Stars' impact on student interest and learning.
DATE: -
TEAM MEMBERS: Kelsey Peterson
resource research Media and Technology
The popularity of the anti-vax movement in the United States and elsewhere is the cause of new lethal epidemics of diseases that are fully preventable by modern medicine [Benecke and DeYoung, 2019]. Creationism creeps into science classrooms with the aim of undermining the teaching of evolution through legal obligations or school boards’ decisions to present both sides of a debate largely foreign to the scientific community [Taylor, 2017]. And one simply has to turn on the TV and watch so-called science channels to be bombarded with aliens, ghosts, cryptids and miracles as though they are
DATE:
TEAM MEMBERS: Alexandre Schiele
resource research Media and Technology
Reflecting on the practice of storytelling, this practice insight explores how collaborations between scholars and practitioners can improve storytelling for science communication outcomes with publics. The case studies presented demonstrate the benefits of collaborative storytelling for inspiring publics, promoting understanding of science, and engaging publics more deliberatively in science. The projects show how collaboration between scholars and practitioners [in storytelling] can happen across a continuum of scholarship from evaluation and action research to more critical thinking
DATE:
TEAM MEMBERS: Michelle Riedlinger Jenni Metcalfe Ayelet Baram-Tsabari Marta Entradas Marina Joubert Luisa Massarani
resource research Public Programs
Face-to-face conversations between scientists and public audiences in an informal learning environment provide a valuable opportunity to support public engagement with scientific research. These types of experiences have significant benefits for members of the public and for scientists. For public audiences, interacting face-to-face with a scientist can expand awareness of the range of careers in science, spark new questions about scientific topics, and increase interest in learning more about the scientist’s topic (Tisdal, 2011; Ong, 2014). Scientists, too, are positively impacted by this
DATE:
resource research Public Programs
This is the second of a 2-part series about the changes that have taken place in how public libraries adapted to COVID-19. Part 1 focused on what libraries were doing prior to pandemic, the challenges that they faced due to COVID-19, and how they pivoted to a “new normal”. Part 2 focuses on innovations in programming and professional development that have helped to strengthen the library profession during the pandemic.
DATE:
TEAM MEMBERS: Stephanie Vierow-Fields Anne Holland Paul Dusenbery
resource research Public Programs
The STAR Library Network (STAR Net) utilizes webinars as a key tool in its suite of professional learning opportunities relating to STEM learning in libraries. Traditionally, continuing education for library staff has taken place in person, such as at conferences and workshops. While these touch points provide crucial face-to-face networking opportunities, highly interactive webinars provide learning conversations that help bridge the gap between frameworks and resources to practical application in daily practice. Through webinars, STAR Net shares ideas, demonstrates activities, and engages
DATE:
TEAM MEMBERS: Keliann LaConte Brooks Mitchell Ginger Fitzhugh Carrie Liston
resource research Public Programs
Children and their families are practicing STEAM (Science, Technology, Engineering, Arts, and Math) skills through a library program. Hand-crank generators and LED bulbs are set out on each of the tables, along with two types of dough—conductive play dough and insulating modeling clay.
DATE:
TEAM MEMBERS: Brooks Mitchell Claire Ratcliffe Keliann LaConte
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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 project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

This Innovations in Development 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.
DATE: -
TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki