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resource research Public Programs
This was the poster displayed at the NSF AISL PI Conference in Alexandria, VA, in February of 2019. Other materials included draft scripts, suggested findings, and VISTA props and stickers that are part of the game/show.
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resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 exploratory Pilot study project brings together a diverse set of partners that include the Watertown Children's Theatre (WCT) which is west of Boston, and, from Boston College a team of science educators, learning science researchers, and positive youth development experts. The goal is to design and develop a project for middle school-aged youth. The pilot project, which integrates hands-on science learning experiences, experiments, and field trips with the student-led production of short plays, will engage youth in expressing their beliefs, passions, and their own identities about STEM by examining how the intersection of skills and practices used in both domains (science and theatre) can enable them to learn about science concepts, principles and methods as well as to develop science-focused identities. Middle-school youth will be engaged in a three-week summer program where they will be led by science teachers, playwrights, and high school students to conduct hands-on investigations in science in conjunction with developing original, ten-minute plays around a specific scientific theme relevant to their life experience, for example, the potential impact on their lives of heavy metals in water and poor air quality. After a science theme is chosen, the principal investigators will identify the big ideas that are important for youth to understand and be able to explain. Upon identification of the key science ideas, youth will then engage in pertinent science activities, visits to local sites, reading current news articles and then in identifying the local impacts and how the underlying science relates to those local impacts. The youth will perform their ten-minute plays at the end of the summer program. Following this showcase event, they will engage in additional science learning experiences and also revise their productions throughout the academic year in preparation for a youth science festival, where their creations will be performed by professional adult actors as a part of the Cambridge Science Festival taking place in the spring. The broader impact of the work focuses on broadening participation in STEM, specifically, the engagement of youth from under-represented populations in the sciences, such as African-Americans, Latinxs, and women with partner Boston Public Schools. The Pilot study will investigate the student learning and organizational dimensions of the model being developed.

The Boston College researchers will study youth's sense of purpose and identity toward science, particularly how youth's identity discrepancy changes through participation in the project. The work places youth voice at the center of the creation of STEM-based theatre plays. The theoretical foundation of the work is grounded in part in the concept of "path to purpose." The major research questions are: How do youth perceptions (interest, science anxiety, identity) toward science shift as they participate in the project? What is the residual impact on parents (family members) and youth on their discussions about science, and how does participation in the project impact those discussions? Research methods include surveys, interviews and observations. The external evaluation study will focus on understanding project implementation and progress toward meeting the project goals, in particular, how well the initiative works to establish a model for the informal STEM learning field that the team and others can apply beyond the Pilot study.

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: Meghan Hill
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
resource evaluation Public Programs
Summary brief describing findings from summative evaluation for the Community Conversations component of the Marcellus Matters: EASE project.
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TEAM MEMBERS: Joe E Heimlich Donnelley (Dolly) Hayde Rebecca Nall
resource evaluation Public Programs
Summative evaluation of one of four pieces of the Marcellus Matters: EASE project. Formative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined how effective a series of "Community Conversations" theater and dialogue/discussion events was at a) communicating natural gas development-related science content and community issues, and b) promoting audience members' openness to dialogue about natural gas development-related issues.
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resource project Public Programs
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 project will use a design-based research process to research and develop an innovative theatrical game that will improve visitors' understanding of complex topics requiring conceptual change. This project will research a novel experience that helps visitors engage with difficult content in informal science education venues, uses existing exhibit and collection assets in a new way, and creates a venue for visitor engagement that requires less capitalization than a full exhibition project. For the public, this project will blend best practices from exhibit development, museum theater, and facilitation with emerging theories about game-based learning to create a novel experience that deeply engages visitors with an evolution storyline and allows them to explore the museum and interact with one another in new ways. For the field, the project will examine how theatrical games can be valuable, viable experiences in museum environments and what game mechanics and supports contribute to players' conceptual thinking. While the project's games with theatrical elements will focus on evolution, the tested strategies will provide valuable information about effective approaches for informal STEM education more broadly wherever audiences exhibit major misconceptions or discomfort with scientific ideas. The project will disseminate findings through conferences and workshops, academic reports, a research-to-practice implementation guide, and a training video about best practices for engaging the public in theatrical gaming.

The project will focus on the creation and modification of a theoretical framework that describes the content, program format, and degree of facilitation necessary to create experiences that support conceptual change in visitors' thinking about evolution--and, by extension, other complex topics. The project team and advisors will collaboratively will build varying levels of facilitation and challenge into theatrical programming that connects objects and experiences across the museum to help visitors construct a story of evolution. Project research will focus on the creation of three variants of a theatrical game to test a theoretical framework that describes the game dynamics and facilitation necessary for experiences that support conceptual shifts in visitors' understanding about evolution. This work will take place in four phases, and will be conducted by researchers at the Science Museum of Minnesota with input and review through an external evaluation process. The questions guiding the research are: (1) How, and in what ways, do game design features support conceptual shifts in evolution concepts?; (2) Do player outcomes differ in each game? If so, in what ways?; (3) What other factors (player profile, collaboration, evolution beliefs) influence player outcomes? (4) What are the best practices for facilitating the games and supporting visitors' experiences? The research will contribute to the under-studied field of participatory museum theatre experiences; broaden our understanding of the roles facilitation and gameplay have in informal learning; and help exhibit and program developers make informed choices about the potential of various exhibit components and aligned programming.
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resource project Media and Technology
Through the Planet Earth Decision Theater project, the Science Museum of Minnesota and its partners will upgrade the museums current SOS exhibit with new SOS learning experiences, produce for the SOS community a new SOS film about the role of humans as the dominant agents of global change and two new presenter-led SOS programs based on the film with one version utilizing an audience feedback mechanism called iClickers. SMM also will complement its Planet Earth Decision Theater and the Maryland Science Center s SOS exhibit with the addition of Rain Table (a new interactive scientific visualization platform) at both locations to further reinforce the Anthropocene messages of the new SOS film and programs. SMM will conduct extensive evaluations of the new SOS film, programs and Rain Tables. SMM s partners on this project include the NOAA Environmental Visualization Lab, University of Minnesota's National Center for Earth-surface Dynamics, University of Minnesota's Antarctic Geospatial Information Center, University of Minnesota's Institute on the Environment, Maryland Science Center, Oregon Museum of Science and Industry, Institute for Learning Innovation, George Mason University s Center for Climate Change Communication, and the Electronic Visualization Laboratory at University of Illinois-Chicago.
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TEAM MEMBERS: Patrick Hamilton
resource evaluation Public Programs
The Extreme Plants Traveling Sideshow is a theatre piece performed at the Natural History Museum of Utah in relation to the special exhibition, The Power of Poison. While NHMU has a history of Museum Theatre performances, this was the first to be performed since its move to the Rio Tinto Center. The goal of this evaluation was to understand the visitor experience with museum theater and museum theatre’s value in communicating science content, as well as to inform future productions at NHMU. With this in mind, we sought answer the following questions: 1. Did guests feel the performance
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TEAM MEMBERS: Kari Nelson
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 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 program and hands-on group activities. Multimedia Research, an independent evaluation firm, implemented a summative evaluation with low income, inner-city
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TEAM MEMBERS: Barbara Flagg
resource project Public Programs
This innovative research project promotes the progress of science, enhances the national STEM workforce, and benefits society by helping to overcome the challenge of broadening participation of those who are underrepresented in STEM fields. Although many programs designed to broaden participation exist, few individuals in "STEM-disenfranchised" populations -- individuals who feel alienated, marginalized, or incapable of participating in STEM -- choose to make use of these opportunities, due mainly to their own self-identities. This project's focus is on three STEM-disenfranchised groups: 1) adults who have been recently released from incarceration; 2) youth who have been released from juvenile custody; and 3) refugee youth, and builds on existing science education programs. The research team will establish the "Alliance to Strengthen the STEM Tapestry (ASSiST)" -- with members from academia, workforce agencies, NGOs, and government agencies -- to explore how individuals who have an identity prematurely tied to failure in science might benefit from novel interventions that promote a shift of self-identity to becoming science learners, which will then lead them to explore STEM education and job training resources that already exist. Three novel interventions will involve drama activities, story- telling, and ecological restoration projects. This bold approach is designed to help these populations interweave their diverse ways of knowing with STEM workforce, higher education, and to become science-aware citizens, which will enhance U.S. leadership in STEM. ASSisT will create a strategic plan that can be interwoven with those of other NSF INCLUDES Alliances, and identify pathways to distribute outcomes to a national level. This work will provide pathways to bring other groups that are disenfranchised and who -- if motivated and directed -- could strengthen the STEM workforce and education tapestry.

Investments to broaden participation in science in the USA have supported abundant programs and resources, but few individual in "STEM-disenfranchised" populations -- individuals who feel alienated, marginalized, or incapable of participating in STEM -- choose to make use of these opportunities, due most significantly to their own self-identities. The proposed "Alliance to Strengthen the STEM Tapestry (ASSisT)" will carry out research on novel interventions that are designed to lead these individuals to avail themselves of the science education and training resources that already exist. The initial focus is on: 1) adults who have been recently released from incarceration; 2) youth who have been released from juvenile custody; and 3) refugee youth. Using a collective impact approach, ASSisT will carry out early-exploratory research to investigate how the project's novel interventions -- 1) ecological restoration, 2) story-telling/autoethnography, and 3) devised theater -- might shift participants towards self-identification and subsequent involvement with the STEM community. The Intellectual Merit of our approach is grounded in social science research, specifically, identity theory, social cognitive theory, and resilience theory. Using a one-group pretest-posttest design, qualitative research techniques will identify which elements are most critical to foster change, e.g., perceived competence in STEM subjects, congruence of self-perception with those in STEM, mastery of STEM workforce skills, and/or the importance of being a STEM-aware citizen. Broader impacts relate directly to NSF's call for greater STEM participation of women and underrepresented ethnic and socioeconomic minorities with impacts on the initial 30 cohort members for this pilot project. ASSisT will: create a common agenda; recruit cohorts of each STEM-disenfranchised group; design and implement research to test novel interventions; populate a STEM opportunities map; evaluate and analyze outcomes; articulate a strategic plan that can be interwoven with those of other NSF INCLUDES Alliances; and identify pathways to disseminate outcomes and benchmarks to a national level.
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TEAM MEMBERS: Nalini Nadkarni Jordan Gerton Diane Pataki Sydney Cheek-O'Donnell Russell Isabella
resource project Public Programs
Researchers at Georgia Tech and staff at the Center for Puppetry Arts in Atlanta will address the following problem: The growth of computing calls for increased teaching of basic hardware skills, but engaging students beyond those who are already interested in STEM fields is difficult. Emphasizing cultural context through personal expression has shown to attract new audiences such as women and minorities; however, balancing accessibility and educational effectiveness remains problematic. Current educational tools often use "black boxing" to simplify access, to protect the underlying functionality, and/or to stay commercially competitive. Innovations are needed where the basic skills of design and making, along with new educational models, can support students' exploration of everyday electronics and critical thinking. The team will test an after-school model that could be applied in cultural institutions and other venues that would provide students in 4 - 8 grades with multiple computer/electronics-driven puppet design and building workshops. These workshops will provide opportunities for basic hardware and electronics prototyping, personal cultural expression, and performance.

The exploratory research and development method involves three steps: the students develop a story-line (narrative) that will incorporate puppets; they learn and apply basic electronics and mechanical crafts to design, build and test their puppets; and they perform their shows to other participants and their families. Over the course of the project, there will be five workshops: two pilot tests (to test feasibility and design), one mid-project evaluation workshop (to evaluate and re-iterate), and two final workshops conducted by educators, where the research team only observes (to test for transferability). Data collection throughout this development cycle will include video and sound recording, still photography, field notes, pre- and post-questionnaires, and the production of puppet "artifacts" during the workshops. In addition to the data collected in the workshops, the project will produce design documents and educational guidelines, as well as other media (such as instructional video clips), which will be disseminated to educators and researchers.

The project has been successfully concluded. It included additional pilot workshops with puppetry experts and educators in addition to the scheduled development and final evaluation workshops. Overall, the project has led to publications in both educational as well as performance/ game- and interface-related events.

The project also published material on the puppet designs and their possible adaptation to educational settings on the project web site, which also include video documentation. More information is available at: http://dwig.lmc.gatech.edu/projects/prototypingpuppets/
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TEAM MEMBERS: Michael Nitsche Crystal Eng
resource project Websites, Mobile Apps, and Online Media
The Baltimore Symphony Orchestra (BSO), in collaboration with the Psychology Department of the University of Maryland Baltimore County (UMBC) and Octava (a technology company), are conducting a pilot exploratory research project to assess the effectiveness of delivering informal science learning (ISL) to adult audiences through live music in a concert hall environment. The first half of the study is being timed to coincide with the 2016 annual meeting in Baltimore of the League of American Orchestras. Audiences will be introduced to the core idea that symmetry is a central concept both in science and in music, and they will experience these ideas via the orchestral music of pieces such as Aaron Copland's Appalachian Spring and Beethoven's Symphony. No. 5. The project goals are: to test whether and the extent to which informal STEM learning can occur among adults (ages 18+) during live orchestral performances and how the science content may enhance the audience experience; and to develop assessment tools for measuring audience learning and retention of scientific concepts delivered in connection with live musical performances both through interactive technology and through traditional program notes. It 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 pilot study will investigate the interaction of key variables related to the audience composition, the learning formats (use of app technology, program notes, or not), and the science concepts. The tablet application technology, under continued development by Octava, presents unobtrusive program notes that act as a concert companion in real time as a concert proceeds. The mixed methods research methodology will produce quantitative and qualitative data using pre- and post-test instruments and focus group interviews. A follow-up questionnaire will be sent to participants six weeks after the performances to ascertain whether what was learned was retained over a period of time. Dissemination of project findings will be to professionals in science, science education and music fields.
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TEAM MEMBERS: Jessica Abel Linda Baker Tonya Robles Carol Bogash