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resource project Museum and Science Center Exhibits
Historically, many informal learning institutions have not accounted for neurological differences as they planned learning experiences, or they have offered separate programming for autistic individuals to accommodate sensory or behavioral differences. This project will address the limitations of these previous approaches by developing and testing neurodiversity-affirming guidelines for engineering programs in museums and science centers.
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TEAM MEMBERS: Susan Letourneau Sylvia Perez Wendy Martin
resource project Afterschool Programs
The purpose of this project is to establish and foster a new partnership between the University of Alabama and Arts 'n Autism, a community organization that provides supervised after-school care and outreach to children and youth with a diagnosis of Autism Spectrum Disorder (ASD).
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TEAM MEMBERS: Amy Hutchison Lucy Barnard-Brak
resource project Exhibitions
The Children’s Museum of Indianapolis will redesign its popular Dinosphere exhibition to explore and test accessibility to ensure the discoveries from its “Jurassic Mile” dig site are accessible to all visitors. This will result in updated exhibition elements that promote accessible lifelong learning experiences for children and families of all abilities, as well as spark interest in STEM through hands-on engagement. Findings from the accessibility assessment also will inform development of industry standard guidelines for future exhibitions. The museum will disseminate the findings to arts, science, and cultural institutions.
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TEAM MEMBERS: Susan Foutz
resource project Professional Development, Conferences, and Networks
Data science is ever-present in modern life. The need to learn with and about data science is becoming increasingly important in a world where the quantity of data is constantly growing, where one’s own data are often being harvested and marketed, where data science career opportunities are rapidly increasing, and where understanding statistics, data sources, and data representation is integral to understanding STEM and the world around us. Museums have the opportunity to play a critical role in introducing the public to data science concepts in ways that center personal relevance, social connections and collaborative learning. However, data science and statistics are difficult concepts to distill and provide meaningful engagement with during the brief learning experiences typical to science museums. This Pilot and Feasibility study brings together data scientists, data science educators, and museum exhibit designers to consider these questions:


What are the important data science concepts for the public to explore and understand in museum exhibits?
How can museum exhibits be designed to support visitors with diverse backgrounds and experiences to engage with these data science concepts?
What principles can shape these designs to promote broadening participation in data science specifically and STEM more broadly?



This Pilot and Feasibility project combines multidisciplinary expert convening, feasibility testing, and early exploratory prototyping around the focal topic of data science exhibits. Project partners, TERC, the Museum of Science, Boston, and The Tech Interactive in San Jose will engage in an iterative process to develop a theoretical grounding and practical guidance for museum practitioners. The project will include two convenings, bringing together teams of experts from the fields of data science, data science education and museum exhibit design. Prior to the first convening, an initial literature summary and a survey of convening participants will be conducted, culminating in a preliminary list of big ideas about data science. Periodically, participants will have the opportunity to rank, annotate and expand this list, as a form of ongoing data collection. During the convenings, participants will explore the preliminary list, share related work from the three disciplines, engage with related data science activities in small groups, and work together to build consensus around promising data science topics and approaches for exhibits. Participant evaluation will allow for iterative improvement of the convenings and the capture of missed points or overlooked topics. After each convening, museum partners will create prototypes that respond to the convening conversations. Prototypes will be pilot tested (evaluated) with an intentionally recruited group of families that includes both frequent visitors and those who are less likely to visit the museum; diversity in terms of race, languages and dis/ability will be reflected in selection. Pilot data collection will consist of structured observations and interviews. Results from the first round of prototyping will be shared with convening participants as a way to modify the list of big ideas and to further interrogate the feasibility of communicating these ideas in an exhibit format. Results from the convenings and from both rounds of prototyping will be combined in a guiding document that will be shared on all three partner websites, and more broadly with the informal STEM learning field. The team will also host a workshop for practitioners interested in designing data science exhibits, and present at a conference focused on museum exhibits and their design.
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TEAM MEMBERS: Andee Rubin
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Zoos and aquariums have been offering programming, events, and visit accommodations to autistic individuals for several years. While these efforts can provide great experiences, they are focused more on accommodation and the outward-facing guest experience than inclusion. Lack of inclusion features in design, programming, and representation amongst zoo and aquarium representatives, ultimately limits full inclusion and adds to a sense in autistic individuals of not belonging and not being welcomed. To develop a fully inclusive experience for autistic individuals, this project will develop an evidence-based framework of inclusive practices for zoos and aquariums and build a community of practice around inclusion broadly. The project brings together researchers from Oregon State University, Vanderbilt Kennedy Center’s Treatment and Research Institute for Autism Spectrum Disorders, and the Association of Zoos and Aquariums. Researchers will create and investigate the extent and ways in which a research-informed framework and associated tools (i.e. case studies, discussion guides, self-guided audits, etc.) and strategies support science learning for autistic individuals, and help practitioners expand access and inclusion of autistic audiences beyond special events or the general visit experience by applying inclusive practices for programs, exhibit development, internships, volunteer opportunities, and employment. To maximize impact, the project will develop and expand a network of early adopters to build a community of practice around inclusive practices to develop fully inclusive zoo and aquarium experiences for all individuals.

The project will investigate 4 research questions: (1) In what ways and to what extent are zoos and aquariums currently addressing access and inclusion for autistic individuals? (2) How do staff in zoos and aquariums perceive their and their institution’s willingness and ability to address access and inclusion for autistic individuals? (3) What is a framework of evidence-based practices across the zoo and aquarium experience that is inclusive for autistic individuals, and what associated tools and strategies are needed to make the framework useful for early adopters? And (4) to what extent and in what ways does a research informed framework with associated tools and strategies engage, support, and enhance an existing community of practitioners already dedicated to addressing autistic audiences and promote inclusive practices at zoos and aquariums for autistic people? The project is designed as two phases: (1) the research and development of a framework of inclusive practices and tools for supporting autistic individuals and (2) expanding a network of early adopters to build a community of practice around inclusive practices and an overall strategy of implementation. The framework will be informed through a state of the field study across the zoo/aquarium field that includes a landscape study and needs assessment as well as a review of literature that synthesizes existing research across disciplines for developing inclusive practices for autistic individuals in zoos and aquariums. The team will also conduct online surveys and focus groups to gather input from various stakeholders including zoo and aquarium employees and practitioners, autistic individuals, and their social groups (e.g., family members, peers, advocacy organizations). The second phase of the study will focus on sharing the framework and tools with practitioners across the zoo/aquarium field for feedback and reflection to develop an overall strategy for broader implementation and expanding the existing network of zoo and aquarium professionals to build a community of practice dedicated to the comprehensive inclusion of autistic individuals across the full zoo and aquarium experience. The results will be disseminated through conference presentations, scholarly publications, online discussion forums, and collaborative partners’ websites. The project represents one of the first of its kind on autistic audiences within the zoo and aquarium context and is the first to look at the full experience of autistic patrons to zoos and aquariums across programs/events, exhibits, volunteering, internship, and employment opportunities. A process evaluation conducted as part of the project will explore how the approach taken in this project may be more broadly applied in understanding and advancing inclusion for other audiences historically underserved or marginalized by zoos and aquariums.

This Research in Service to Practice project is supported by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Kelly Riedinger Lauren Weaver Amy Rutherford
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning 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.
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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
resource project Exhibitions
Informal STEM learning environments, programs, and policies can be designed to support and promote neurodiversity through inclusive practices. This project will explore the benefits of informal STEM learning for K-12 neurodiverse learners through a systematic review and meta-analysis of extant literature and research grounded in the theory of social model of ability. This framework is an asset-based approach and aims to promote social, cognitive, and physical inclusion, leading to positive outcomes. Using various quantitative and qualitative methodologies, this project endeavors to collect and synthesize the evidence for supporting and enhancing accessibility and inclusiveness in informal STEM learning for K-12 neurodiverse learners. It will explore key features of informal STEM learning and effective, evidence-based strategies to effectively engage children and youth with neurological conditions such as autism spectrum disorder, attention deficit hyperactivity disorder (ADHD), dyslexia, and dyspraxia, in informal STEM learning environments. The findings of this complex synthesis will provide a timely contribution to deeper understanding of supports for neurodiversity while also highlighting areas that inform further research, shifts in practice, and policy.

The systematic review will occur over a two-year period. It will focus on identifying program elements that promote inclusion of children and youth with neurodevelopmental disabilities in informal STEM learning contexts. Specifically, the review will explore two overarching research questions and several sub-research questions:


RQ1. What program elements (teaching and learning variables) in informal STEM learning settings facilitate inclusion of K-12 neurodiverse STEM learners? Sub-RQ1a: What are the overlapping and discrete characteristics of the program elements that facilitate social, cognitive, and physical inclusion?

Sub-RQ1b: In what ways do the program elements that facilitate inclusion vary by informal STEM learning setting?


RQ2: What program elements (teaching and learning variables) in informal STEM learning settings are correlated with benefits for K-12 neurodiverse STEM learners? Sub-RQ2a: What are the overlapping and discrete characteristics of the program elements that correlate with increased STEM identity, self- efficacy, interest in STEM, or STEM learning?

Sub-RQ2b: In what ways do the program elements that correlate with positive results for students vary by informal STEM learning setting? The research synthesis will consider several different types of studies, including research and evaluation; experimental and quasi-experimental designs; quantitative, qualitative, and mixed methods; and implementation studies.




The research team will (a) review all analyses and organize findings to illustrate patterns, factors, and relationships, (b) identify key distinctions and nuances derived from the contexts represented in the literature, and (c) revisit and confirm the strength of evidence for making overall assertions of what works, why, and with whom. The findings will be disseminated in practice briefs, journal articles, the AISL resource center, as well as presentations and materials for researchers, practitioners, and informal STEM leaders. Ultimately, this work will result in a comprehensive synthesis of effective informal STEM learning practices for neurodiverse K-12 learners and identify opportunities for further research and development.

This literature review and meta-analysis project 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.
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TEAM MEMBERS: Ronda Jenson Kelly Roberts
resource project Public Programs
Over the past two decades the prevalence of Autism Spectrum Disorder (ASD) has nearly tripled and yet there is much to learn about serving this audience well. After high school exit, most are left to navigate the world without appropriate support or the requisite skills necessary for success. Educators working in informal science institutions (ISI) can better promote both social interaction and engagement in STEM education for individuals with ASD. A learning environment in which the learner chooses content aligned with their personal interests and where learning can be multifaceted (verbal, hands-on, fast or slow, social or solitary, directed or inquiry based, physical, etc.) is consistent with the central tenets of an evidence-based, outcome-driven approach for autism intervention. ISI educators have the desire but may not have sufficient and timely knowledge and skills to engage and support this audience. Currently, many are working at the local level to develop new programs and approaches for patrons with ASD, with little evaluation or research and not building on each other's work. The project will develop a rigorous customized professional learning experience designed to enhance capacity of ISIs broadly in ASD support techniques and strategies. The goal is to enable more inclusive opportunities for people with ASD based on current and emerging promising practices. The project's theory of action is that the ability of people with ASD to participate in traditional, mainstream experiences will improve their motivation to seek other similar opportunities, build interpersonal skills critical to successful interaction in society, formal education, and careers. This, in turn, will help individuals with ASD gain the skills and confidence needed to pursue STEM academically and professionally. The project is a collaboration between the Institute for Learning Innovation, the SciTech Institute, and the Southwest Autism Research & Resource Center (SARRC). This project is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

The pilot's main research questions are: (1) To what degree does the professional learning program support the learning outcomes in knowledge, awareness, interest, skills, attitude, and behavior change in informal science education providers? and (2) What features of the program do educators consider most effective for improving their ability to serve this audience? Four Arizona ISIs will participate in a research-based design study; their staff will also comprise the founding members of a Community of Practice aimed at sharing promising practices and promoting broader engagement among the informal science education community. The professional development (PD) will be provided by SARRC. New formative evaluation skills will support ongoing innovation and build participant capacity. Leveraging this training, the ISIs will create and test new approaches and programs, apply new skills in formative evaluation, and develop internal workplace programs to create cultures of ASD understanding. A pilot research study will recruit 20 diverse individuals with ASD who will visit each institution prior to and after the PD for staff. The research will measure the degree to which the PD impacts attendee experience as well as assess the science learning that occurred because of their visit. This project will advance collaboration between ASD experts and ISI educators to iteratively develop effective museum learning strategies. Other goals of this work are to provide important insights into (a) the current state of accessibility programs in ISI venues nationally, (b) how PD can be leveraged to help institutions reach true inclusion, and (c) initial evidenced-based approaches for inclusion of individuals on the Autism spectrum in mainstream informal environments. In addition to the research findings, deliverables include an ASD PD model, national inventory of current practices and programs that support ASD learning and participation, and the establishment of a Community of Practice.

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.
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TEAM MEMBERS: Judith Koke Jeremy Babendure Christopher Smith
resource project Public Programs
Many people with autism are unemployed and isolated because they do not have access to educational opportunities that support them in finding jobs that match their potential. This research seeks to empower adolescents with autism to seek out careers that are well-matched with their strengths and interests. Many people with autism are interested in computing, a marketable skill. This project builds from this interest by developing strategies to effectively engage teenagers with autism. Although people with autism share a diagnosis, each person is unique and has the capacity to become a visionary and transformer in society in their own way. Teenagers with autism will be invited to participate in a game design workshop hosted by an award-winning, not-for-profit Tech Kids Unlimited. Teenagers often enjoy learning how to design games and can learn many useful skills through design. During each workshop, teenagers will rate different teaching strategies using a picture-based survey developed in collaboration with people with autism. It is expected that teenagers with autism who have difficulty focusing to be most engaged by strategies that include multiple types of information (for example, pictures, text, and speech). The team also expects those who are more focused to be most engaged by strategies with fewer sources of information. By developing clear guidelines to help educators match their teaching styles to how different students learn, the project will help them engage youth more effectively. Through an iterative process, the team will revise the game design workshop to make it more engaging for people with different types of autism. New groups of teenagers with autism will participate in improved game design workshops that include an internship in a technology company. An important outcome is to understand which strategies are engaging for young people with autism that help them develop the belief in their skills needed to seek out fulfilling careers. This award is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

This Research in Service to Practice project has the following aims: 1) Identify evidence-based strategies to engage youth with autism spectrum disorder (ASD) in informal STEM learning opportunities that are well matched to their attentional profiles, 2) Determine if engaging youth with ASD in informal STEM learning opportunities increases their STEM self-efficacy, and 3) Determine if engagement with STEM internship activities is associated with increased interest in STEM careers and career decision-making self-efficacy. Principles of Universal Design (UD) and Mayer's principles of effective multimedia instruction are frameworks employed to identify instructional strategies that are emotionally engaging for youth with diverse attentional profiles. The degree to which attentional differences contribute to different patterns of emotional engagement with informal STEM learning will be investigated. Guided by assessments of youth's engagement with different learning opportunities, 'diversity blueprints' or specific instructional strategies that help youth with diverse attentional profiles engage will be developed. After identifying strategies to engage neurodivergent (neurologically diverse) youth in informal STEM learning opportunities, the extent to which these strategies generalize to STEM internship sites will be explored. The team will study potential specificity of the types of contexts that promote different types of self-efficacy, with engagement with extracurricular STEM learning opportunities expected to preferentially target STEM self-efficacy while engagement with internships targets career decision-making self-efficacy. Although UD is often endorsed to promote STEM learning among students with disabilities, the proposed research would be the first iterative adaptation of instructional strategies designed to engage neurodivergent teens in informal STEM learning guided by a systematic analysis of how they engage with and feel about instructional strategies. Project deliverables include workshops for local after-school program providers, publications, a project website, and a multimodal guide of the process of developing 'diversity blueprints' and how to apply them for informal STEM educators and researchers.

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: Amy Hurst Katie Gillespie
resource project Exhibitions
Very little is known about the experiences of people with learning disabilities in informal learning environments such as science centers and museums. This project will describe the ways in which engagement and intrinsic motivation for learning are and are not supported for visitors with learning disabilities, and build capacity for informal STEM education practitioners to apply this learning for the benefit of those with learning disabilities as well as any visitor who needs more support in the context of self-directed learning. Broadening participation science, technology, engineering and math (STEM) is a core goal of the National Science Foundation and its Advancing Informal STEM Learning (AISL) program. This project pursues this goal with a focus on young people with learning disabilities. As the largest group of individuals with disabilities in the United States, people with learning disabilities make up an estimated 20% of the U.S. population. Science professions offer many life- and work-related opportunities for individuals with learning disabilities, and the flexible experiences of informal learning spaces offer important opportunities to promote participation, engagement in and motivation for science. This work represents the next generation of accessible design to broaden participation in, and impacts of, informal STEM learning opportunities. This project will generate guidelines and resources to support inclusive design for this group of visitors. Resources will include a Toolkit of Visual Assets that can be shared digitally and in print with youth with learning disabilities, informal STEM practitioners, and the learning disability research and practice community.

The project will develop empirical knowledge to support informal STEM practitioners to better facilitate the inclusion of youth with learning disabilities. Using the lens of Self-Determination Theory as an explanatory framework, this research will be pursued in three phases. Self-Determination Theory describes the psychological needs that must be met, such as autonomy and feelings of efficacy, to create an environment that supports individuals' engagement in self-motivated behaviors. Phase 1 will be an exploratory study describing the engagement and motivation of adolescents (ages 10-17) with learning disabilities when experiencing varied STEM exhibits. This first phase will adapt validated scales, employ an existing observation protocol, and conduct stimulated recall interviews with youth. Phase 2 will explore, develop and investigate design strategies to improve the intrinsic motivation of youth with learning disabilities at educational STEM exhibits. This second phase will involve a set of experimental studies in which design strategies related to intrinsic motivation are manipulated to inform principles of inclusive design for visitors with learning disabilities. As in the previous phase, Phase 2 will adapt validated scales and employ an existing observation protocol. Phase 3 will focus on design charrettes in which researchers and practitioners work with high school students with learning disabilities in a co-design process. The charrettes will generate guidelines and case examples of exhibit components using Universal Design for Learning to balance varying design priorities and effectively, inclusively design exhibits for this population. This third phase will rely on qualitative coding of co-design charette artifacts, field notes and researcher reflections; member checking will play an important role in the coding process. Dissemination efforts for this project will target youth with learning disabilities, informal STEM education practitioners, and the broader field of learning disability researchers and practitioners. In addition to the exhibit design guidelines and Toolkit described above, the project will publish peer reviewed articles and develop manuscripts aimed at educational research and practice.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning 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.

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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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.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Exhibitions
National priorities recommend the U.S. fortify a culture of innovation by encouraging broader participation in invention and STEM. The Game Changers is an Innovations in Development exhibition project with embedded research that advances knowledge about how museum exhibits can activate STEM-related inventive identities among the public. The project is a collaboration between the Smithsonian's Lemelson Center for the Study of Invention and Innovation at the National Museum of American History (NMAH-LC), educational researchers, an exhibition design firm, and community based organizations. While the Game Changers exhibition theme of inventiveness in sports provides an initial spark for broad audience interest and engagement, its ultimate intent is to foster and enhance inventive identity among diverse audiences, particularly girls and young women ages 10-17, African American youth ages 10-17, and people of all ages with disabilities. Visitors will be met by a brief introductory display to launch their journey from passive learner to active inventor. A diverse array of athletes and inventors provide relevant motivational exemplars and ask visitors "How will YOU Change the Game?" Examples of invention challenges include, applying the principles of physics and materials science to aid in designing a safer helmet and exploring computational fluid dynamics to design a faster swimsuit. Throughout the exhibition experience, visitors will draw on an array of STEM skills and knowledge essential to sports, including physiology, kinesiology, and biomechanical engineering, physics, biomimicry, robotics, computer science, data analysis, and virtual and augmented reality. Throughout the project, the team will work with priority audiences, starting with front-end research and evaluation; progressing iteratively through stages of formative research, design, and evaluation; and conducting summative evaluation to ensure that the STEM-based content and design strategies are impacting inventive identity and meeting audiences' interests and needs. In coordination with the exhibition development and evaluation teams, educational researchers will iteratively explore and develop a model for innovative identity development in informal learning environments.

Educational psychologists from Old Dominion University and Temple University will collaborate closely with the NMAH-LC team, exhibition design-fabrication firm Roto, and evaluators from Randi Korn & Associates to adapt a theoretical model of identity from a formal education setting to an informal learning context. In the model, identity is conceptualized as a complex dynamic system, with interdependent internal and external elements (ontological/epistemological beliefs; self-perceptions; purpose and goals; perceived action possibilities) and reciprocal influences in a process of continuous emergence. Using design based research and a previously developed coding manual, the team will iteratively apply, test, and further advance the inventive identity development model, a set of inventive identity indicators for future research and development, and a list of exhibition design techniques for activating inventive, STEM-based identity development in informal learning environments. The research team will prioritize diverse audiences for iterative cycles and focus groups, including participants from the Girl Scouts of the Nation's Capital, Smithsonian Accessibility Program, Smithsonian's Anacostia Community Museum, and YMCA of Washington, DC. The exhibition's research, evaluation, and design outcomes will be disseminated widely across the AISL field and through project collaborators.

This project is funded by the Advancing Informal STEM Learning 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.

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: Monica Smith Jeffrey Brodie