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resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource project Exhibitions
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.

This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
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TEAM MEMBERS: Kevin Ponto David Gagnon
resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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resource research Media and Technology
In respect of the different modes of science communication including journalism, radio, online, I would propose that the process of making exhibitions and centres dedicated to science & technology is one of the hardest creative typologies. It also provides a very different type of engagement to other modes, in that it works in real time and space with real tangible objects and responsive media. The power of the real is also extended through the direct and collective involvement of people, providing a refreshing antidote to the potential alienating nature of social media and the ever-growing
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TEAM MEMBERS: Peter Higgins
resource project Media and Technology
The Educational Film Center will complete production of a science, engineering, and technology careers exhibit and informal science education project for use in science museums, libraries, schools, and community locations. The twelve additional interactive and linear career profiles to be produced under this grant will bring the total number of careers available in a fully interactive mode to thirty-two. Users will be able to explore each of these careers with first person video profiles of people in science and engineering and animated/reality video simulations of work experiences in these fields. The exhibit also with provide guidance to help users make decisions about education and career choices and will include a database of information about approximately 200 additional science and math-based professions. The project also will undertake the development and testing of eight permanent model Family Outreach Science Career Education Centers in eight cities. These centers will be based on and will expand upon the experience the project had in their earlier model Parent Outreach Science Career Program. Utilization support will be provided through special target leader guides, presentations and workshops at national and regional meetings of user organizations and groups, and a SETQuest bulletin board and e-mail network for the exchange of user science career programming. This project is a collaborative effort among four organizations: The Educational Film Center (EFC) is responsible for management of the project and for the development of production of the software and the documentary video profiles; COMAP is responsible for selecting and hiring content consultants, for formative and summative evaluation, and will jointly market and distribute the material with EFC; The New York Hall of Science is responsible for the exhibit kiosk and graphics, the design and development of the workbook and museum installation print components of the project, and will serve as principal test site for the exhibit; and the AAAS is coordinating the design, implementation, and testing of parent outreach program. All of the organizations will be involved in presentations and dissemination of project information to the informal and formal education communities.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg
resource project Media and Technology
The Educational Film Center (EFC) is developing a science, engineering, and technology careers exhibit for distribution to science museums and technology centers. The core of the exhibit kiosk, with related career graphics surrounds, is SET/QUEST, an interactive multimedia program for both Macintosh and PC/Windows using CD-Rom as the full motion video source. Teens and preteens will enter an interactive exploration of thirty careers with first person video profiles of people in science and engineering; animated/reality video simulations of a work experience in these fields, decision screens, and a database of over 200 more science and math-based professions. The documentary profiles, database, and a personal interest career match component will also be developed in alternative media formats (video, audio, print) for broad distribution to community and youth education networks, schools, and libraries. Specific emphasis in this project is being placed on reaching and attracting female, minority, and disabled youth. A parent outreach component has been developed and will be implemented by the Directorate of Education & Human Resources Programs of AAAS. The concept of the parent effort is to work directly with and through the national offices of four major national organizations with different institutional community roots -- Science Museums, Public Libraries, Schools, and Community Based Organizations -- to involve parents and families with SET Project materials and to provide them with information with which they can foster their children's pursuit of science and math education and careers in these fields. Initial efforts will be conducted in 18 cities. The project is a collaborative endeavor among three organizations: The Educationa l Film Center which will be responsible for management and development/production of the software and documentary video profiles; The New York Hall of Science which will be responsible for the exhibit kiosk and graphics, will design and develop the student workbook and user installation print, will serve as the principal test site for the exhibit, and will advise on software, interactive multimedia design, and installation options; and COMAP which will be responsible for direct involvement of the Advisory Board, for selecting and hiring content consultants, for assuring the accuracy of the science and math content, for formative and summative evaluation, and for developing and preparing community leader and school users guides for publication. Stephen Rabin, President of EFC, will serve as PI for the project.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg