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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.
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resource project Public Programs
The L.C. Bates Museum will deliver STEAM programming to neighboring rural, mostly low-income second grade children and their families through the Observing Ornithology science project. Over a two-year period, the museum will work with 40 teachers in 12 schools to support student learning tied to Next Generation core science performance measures. The project activities will use museum collections and other resources to present a series of three ornithology programs designed to motivate curiosity and engage children in observation activities that support a new approach to thinking, analyzing and solving. The museum will loan a new pop-up display to each of the 12 school libraries and will present four family and four children's museum bird days at the museum for participating students and their families during each year of the project. An external evaluator will measure the project's success in achieving defined performance measures that include strengthening the children's knowledge, understanding, and attitude toward the regional environment.
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TEAM MEMBERS: Deborah Staber
resource project Exhibitions
The project will develop and research how an emerging technology, immersive virtual reality (IVR) using head mounted displays (HMDs), can enhance ocean literacy and generate empathy towards environmental issues. Recent advances in design have resulted in HMDs that provide viscerally realistic and immersive experiences that situate participants in underwater or other remote environments. IVR can provide many people with virtual access to these environments, including persons with disabilities, people living away from coastal areas, or those who lack access for other reasons (e.g., low-income families, underserved/underrepresented communities, persons untrained in diving). The project will develop a high quality 360-degree underwater film that includes live action footage, animation, and interactive elements. The IVR experience will take the participant through an immersive underwater journey of a Pacific reef, using realistic visualizations, narrative, and a compelling story to engage participants in learning the ecology and biology of coral reefs, as well as the impacts of climate change and human disturbances on ocean ecosystems. In addition to the IVR ocean journey, the project will integrate interactive functionality of being on a reef during mass coral spawning, an annual natural phenomenon through which coral reefs replenish their populations. With hand-held controllers, participants will be able to "swim" through the water, watch the degraded reef recover and grow and will have the ability to change the rate of coral recovery and learn how increases in temperature impede coral recovery. While research has been conducted on early, desk-top versions of IVR, the potential impact of IVR on learning is still unclear. The research findings will help guide the development of IVR for use in informal STEM environments such as aquariums, zoos, science museums, and others. The IVR experience will be shared on online platforms for home viewing, at film festivals and conferences, and in informal learning environments.

The project addresses the need for research on the impacts of IVR devices as it become more affordable and more widely used at home and in other informal and formal environments. Few studies have investigated how design elements impact the user in IVR, in which the increased immersion affects the stimuli perception and cognitive processing. The research will assess the learning affordances and impacts of the IVR experience on participant ocean literacy (adapting items from an existing ocean literacy survey), environmental empathy/feelings of presence (naturalistic observations and post-experience interviews), and perceived self-efficacy (pre-post survey, post-interview interviews). In addition, the project will research how segmentation (i.e., a continuous experience vs. an experience with breaks), generative learning tasks (hands-on experiences and interactive during IVR), and gender of the narrator in an IVR experience supports learning about ocean environments. Researchers will collect data from students attending high schools with predominantly minority student enrollments. Research findings will be widely shared through peer-reviewed publications, conference presentations, and publications for educators and designers.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Jeremy Bailenson Erika Woolsey
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, encompassing a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support.
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TEAM MEMBERS: Carol Boston
resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource project Exhibitions
In this Communicating Research to Public Audiences (CRPA) project, the University of Washington and the Pacific Science Center (PSC, Seattle) are highlighting the results of PI Kelley's active research discoveries about deep-sea life located on active hydrothermal vents of the ocean floors (NSF award OCE 0426109). The STEM content of this project includes oceanography, marine biology, and ecology. The project team will develop a multimedia, interactive kiosk exhibit that builds on the existing Portal to the Public project at the PSC. Kelley's graduate students are actively involved in the exhibit and outreach components of this CRPA. The target audience for 'Life in Extreme Environments' is the ~800,000 U.S. and international visitors to the PSC, which also includes a significant number of urban, underserved minorities. This CRPA project is a component of the existing Portal to the Public exhibit. After \'Life in Extreme Environments\' ends at the PSC, this exhibit kiosk will be made available to other scientists to promote research and related topics in their respective disciplines. The exhibit is being fabricated and evaluated by the staff at the Pacific Science Center.
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TEAM MEMBERS: Meena Selvakumar
resource research Public Programs
This paper discusses efforts at the New England Aquarium to attract multicultural audiences, with projects like the Lake Victoria exhibit. This NSF-funded, collaborative project, centered on Lake Victoria in East Africa, addresses the aquarium's lack of representation by racial minorities, specifically Boston's African-American community.
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TEAM MEMBERS: Jason J. Drebitko Gillian Nelson Visitor Studies Association
resource research Exhibitions
In this article, Albert Ndayitwayeko, AFGRAD Fellow at the University of Florida, and John J. Koran, Jr., Professor and Curator at the Florida Museum of Natural History, analyze the informal education field in the Republic of Burundi, a small country located in Central Africa. This discussion focuses on natural history museums and zoos, their exhibits and visitor behavior, which may serve as a valuable and less expensive adjunct to formal learning.
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TEAM MEMBERS: Albert Ndayitwayeko John J. Koran, Jr.
resource project Public Programs
Passport to Health is a new program from the Denver Museum of Nature & Science, supported by the Colorado Health Foundation. It engages students, their families, and their teachers in discovering how incredibly unique their bodies are. Passport to Health expands upon the Museum’s newest permanent exhibition, Expedition Health. This interactive health exhibit has an expedition theme of climbing a mountain, which creates an environment for visitors to learn the science behind their amazing bodies. Passport to Health is a comprehensive hands-on program that deepens and extends the exhibit experience for 5th graders at about 30 participating Passport to Health schools, which are all low-income schools in the Denver metro area. Expedition Health and Passport to Health share the idea that health depends on genetics, lifestyle, and environment. The objective of Passport to Health is to increase students’ understanding of health science, raise their health literacy, and inspire them toward healthy lifestyles.
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TEAM MEMBERS: Kate Tinworth
resource project Media and Technology
The Mississippi Museum of Natural Science proposes to build on its program of activities that involve children in science and bring them into contact with the approaches, objects and equipment that scientists use, with each activity designed to stimulate thinking and heighten interest in science. Cardinal features of the program are the development of hands-on exhibits, science kits for classroom use and a studied tie with the children's television program, "3-2-1 Contact." The goals are to coordinate these activities with hands-on science activities for students in grades 3-6, and to coordinate classroom activities with those at the museum, which conducts "3-2-1 Contact Days" throughout the year when students come to the museum and take part in experiments, observations and enrichment lessons and actively manipulate museum objects. The museum now will refine the program components, including improvement and duplication of the hands-on kits, continuation of the workshops for elementary teachers and development of new participatory exhibits dealing with insects and endangered species, and will present them to an expanded audience. One-third of the children in the state live below the poverty level, and fifty per cent represent minority populations. As most of these children lack such out-of-school experiences these informal science activities are particularly meaningful.
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TEAM MEMBERS: Elizabeth Hartfield Martha Cooper
resource evaluation Media and Technology
The Maryland Science Center has received a SEPA grant to develop an exhibition, intern program and web site focusing on cell biology and stem cell research. The working title of the exhibition is Cellular Universe. The exhibit is intended to serve the following audiences: Families with children age nine and older; School groups (grades four and up); Adults; 9th grade underserved high school students in three local schools and/or community centers. Topics the exhibit will treat include: Structure and function of cells; Stem cells and their potential, the controversy surrounding stem cell
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TEAM MEMBERS: Minda Borun Maryland Science Center
resource project Media and Technology
Goals: 1) Increase the number of Alaskans from educationally and/or economically disadvantaged backgrounds, particularly Alaska Natives, who pursue careers in health sciences and health professions and 2) Inform the Alaskan public about health science research and the clinical trial process so that they are better equipped to make healthier lifestyle choices and better understand the aims and benefits of clinical research. Objectives: 1) Pre-med Summer Enrichment program (U-DOC) at UAA (pipeline into college), 2) Statewide Alaska Student Scientist Corps for U-DOC, 3) students (pipeline into college), 4) Facility-based Student Science Guide program at Imaginarium Science Discovery Center, 5) Job Shadowing/Mentorship Program for U-DOC students and biomedical researchers, 6) Research-based and student-led exhibit, demonstration, and multi-media presentations, 7) Professional Development for educators, 8) North Star Website.
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TEAM MEMBERS: Savina Haywood Ian Van Tets