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resource project Public Programs
This 4-year project addresses fundamental equity issues in informal Science, Technology, Engineering and Mathematics (STEM) learning. Access to, and opportunities within informal STEM learning (ISL) remain limited for youth from historically underrepresented backgrounds in both the United States and the United Kingdom. However, there is evidence that ISL experiences can expand opportunities for youth learning and development in STEM, for instance, increase positive attitudes towards educational aspirations and future careers/pursuits, improve grades and test scores in school settings, and decrease disciplinary action and dropout rates. Through research and development, this project brings together researchers and practitioners to focus on the experiences, practices and tools that will support equitable youth pathways into STEM. Working across conceptual frameworks and ISL settings (e.g. science centers, community groups, zoos) and universities in four urban contexts in two different nations, the partnership will produce a coherent knowledge base that strengthens and expands research plus practice partnerships, builds capacity towards transformative research and development, and develops new models and tools in support of equitable pathways into STEM at a global level. 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. This Equity Pathways project responds to three challenges at the intersections of ISL research and practice in the United States and the United Kingdom: 1) lack of shared understanding of how youth from historically underrepresented backgrounds perceive and experience ISL opportunities across national contexts, and the practices and tools needed to support empowered movement through ISL; 2) limited shared understanding and evidence of core high-leverage practices that support such youth in progressing within and across ISL, and 3) limited understanding of how ISL might be equitable and transformative for such youth seeking to develop their own pathways into STEM. The major goal of this Partnership is for practitioners and researchers, working with youth through design-based implementation research, survey and critical ethnography, to develop new understandings of how and under what conditions they participate in ISL over time and across settings, and how they may connect these experiences towards pathways into STEM. The project will result in: 1) New understandings of ISL pathways that are equitable and transformative for youth from historically underrepresented backgrounds; 2) A set of high leverage practices and tools that support equitable and transformative informal science learning pathways (and the agency youth need to make their way through them); and 3) Strengthened and increased professional capacity to broaden participation among youth from historically underrepresented backgrounds in STEM through informal science learning. The project will be carried out by research + practice partnerships in 4 cities: London & Bristol, UK and Lansing, MI & Portland, OR, US, involving university researchers (University College London, Michigan State University, Oregon State University/Institute for Learning Innovation) practitioners in science museums (@Bristol Science Centre, Brent Lodge Park Animal Centre, Impressions 5, Oregon Museum of Science & Industry) and community-based centers (STEMettes, Knowle West Media Centre, Boys & Girls Clubs of Lansing, and Girls, Inc. of the Pacific Northwest).
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TEAM MEMBERS: Angela Calabrese Barton Lynn Dierking Carmen Turner Louise Archer emily dawson
resource research Public Programs
The Zoo and Aquarium Action Research Collaborative (ZAARC) was an NSF-funded project (DRL-1114335) involving four zoos and two aquariums, plus informal science education researchers from TERC (a non-profit educational research and development company in Cambridge, MA), Oregon State University and California State University, Long Beach. The goal of ZAARC was to investigate how action research might be carried out by educators in zoos and aquariums, and how its implementation would impact both the individual practitioners and their institutions.
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resource evaluation Public Programs
Zoo and Aquarium Research Collaborative (ZAARC) is a NSF-funded research project by TERC and Oregon State University (co-PI’s Andee Rubin and John Falk) that is exploring a collaborative model for action research as a form of professional development for zoo and aquarium educators. Over the past three years, ZAARC has engaged education staff from six zoos and aquariums from across the country in learning about and conducting action research pertinent to their institutions. Dr. Cynthia Char of Char Associates, an independent consulting firm specializing in program evaluation, has been a member
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TEAM MEMBERS: Cynthia Char
resource project Public Programs
Poet’s House, a preeminent poetry library in New York City, will collaborate with ten public libraries and zoos across the United States to support library-zoo partnerships in five cities. The project teams will install exhibitions that use poetry as an interpretive tool to deepen visitor thinking about wildlife and conservation in each zoo. This project follows a year-long planning grant funded by IMLS and extends the success of an IMLS-funded partnership in New York City between Poets House and the Wildlife Conservation Society’s Central Park Zoo, which pioneered the installation of poetry in the zoo. The new project will create a set of models and tools for developing strong collaborations and exhibits by carefully documenting the process of building these partnerships and evaluating their impact on visitors, the community, and professional audiences.
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TEAM MEMBERS: John Fraser Poet's House
resource project Public Programs
The project will conduct a nation wide study to address three broad questions:

(1) How does the public view zoos and aquariums and how do these institutions affect STEM (Science Technology Engineering Mathematics) learning outside their walls?

(2) How do visitors experience zoos at different stages in their lives and how do zoo visits affect their knowledge and perspectives concerning environmental issues and conservation?

(3) What are the entry characteristics of visitors and how do those characteristics play out in behaviors during a visit?

The project is designed to advance understanding of how informal STEM learning emerges through the intersection of institutional pedagogy and learning goals and the characteristics of individuals and their social and cultural backgrounds. As the first institutional study that advances a field-wide research agenda, the project will map how to implement a national collaborative effort that can help refine program delivery and cooperation between zoos, aquariums and other STEM learning institutions.

The study will describe zoo and aquarium visitors based on a broad understanding of demographics, group, and individual perspectives to expand understanding of how these factors influence visitor learning and how they view the relevance of educational messages presented by zoos and aquariums. The project will result in reports, workshops and a handbook presenting findings of practical value for educators, a research platform and research tools, online discussion forums, and directions for future research. The project, led by New Knowledge Organization (NKO), will be carried out through the collaboration of NKO with other informal research organizations and the Association of Zoos and Aquariums (AZA) with its 230 informal science learning institutional members. This project is supported by the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings, as a part of its overall strategy to enhance learning in informal environments.
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resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource evaluation Public Programs
NatureStart Network brought together early childhood educators and environmental educators to support nature play, exploration, and inquiry for young children and their families within urban environments. Project partners included the Forest Preserves of Cook County and two established Head Start programs in the Chicago area, Mary Crane Center and El Valor. The foundation of the project was a series of three two-day professional learning sessions that took place over an eighteen month period. Through hands-on, collaborative learning and reflection activities, the participating educators
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TEAM MEMBERS: David Becker
resource research Public Programs
This review of literature summarizes findings from current research on the development of empathy in childhood, and implications for developing zoo and aquarium programs that can strengthen children's sense of empathy. Key practices include: intentional framing of conversations about animals, modeling empathy - and providing opportunities for children to practice it, offering opportunities for direct interaction with animals, building children's understanding of the similarities and differences between the needs of humans and of other animals, and activating children's imagination to help them
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TEAM MEMBERS: Seattle Aquarium Kathryn Owen Kathayoon Khalil
resource research Public Programs
Three accredited zoos and aquariums in the Pacific Northwest are collaborating on a project aimed at developing tools to assess program effectiveness in encouraging children's empathy towards animals. This short briefing paper outlines the team's initial work to 1) gain a shared understanding and definition of the construct (empathy towards animals) and how it develops during childhood, and 2) review existing research on the link between empathy and beneficial action towards wildlife, and 3) summarize research findings on best practices towards encouraging empathy.
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resource research Public Programs
Project TRUE seeks to increase the interest of high school students in pursuing science, technology, engineering and mathematics majors by increasing participants’ exposure to urban ecology research conducted with college mentors. The Lifelong Learning Group is conducting research that explores the program’s longer-term influence on academic and career choices. More specifically, the research addresses the question: How do the four key elements of youth development in Project TRUE contribute to pursuit of advanced STEM study and career path in the short- and medium-term? This report presents
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resource evaluation Public Programs
The primary goal of Project TRUE is to increase the interest of high school students in pursuing science, technology, engineering, and mathematics (STEM) majors, by increasing their exposure to urban ecology research conducted with college mentors. Project TRUE also establishes a research and education partnership between the Wildlife Conservation Society (WCS) and Fordham University, to implement and evaluate the effectiveness of a tiered mentorship educational model. The model leverages both formal (Fordham) and informal (WCS) educational practices and expertise. This evaluation report from
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TEAM MEMBERS: Rachel Becker-Klein Theresa Fox
resource research Media and Technology
The urgent state of our global environment calls for collective action, which depends in large part on effective science communication for better understanding and awareness. Activities and institutions that provide opportunities to learn about nature all ultimately rely on scientific findings about nature. Although science produces the knowledge and information about nature, for the content to be accessible and meaningful to the general public, it needs to be processed by what I call science content design. This process is similar to the concepts of interpretation in tourism, or aesthetic
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TEAM MEMBERS: Sanha Kim