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resource project Public Programs
The Louisiana Children’s Museum is developing a comprehensive set of resources entitled “Water Dialogues–Living with Water,” designed around its new exhibits and landscape resources, to strengthen the community’s understanding of the challenges associated with water management. They are creating a new field trip series and water-based science curriculum, “Water Pathways” as well as an outreach program, “Steward’s Ship,” to bring the program’s environmental messages to schools and camps. The museum will also conduct a professional development training series on science education for local educators implementing the state’s new science standards, in addition to a series of literacy workshops where children ages four to eight will write “how-to” books and “water journals.” To further spread the associated environmental and sustainability messages, they will organize an annual “Water Fest” program for the community.
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TEAM MEMBERS: Shannon Blady
resource project Public Programs
Marbles Kids Museum will develop tools and strategies to train its staff, volunteers, and interns to engage infants, toddlers, and preschool children in activities and conversations that lay the foundation for critical early math skills. The staff capacity-building project will deepen the museum staff's understanding of early math skills, how to foster those skills, and why investment in early math is critical to long term success in school. With a content coach, the museum will research and develop early math resources, activities, and exhibit enhancements that engage children and their families. Additionally, the museum will seek to understand community needs related to early math learning, and create content for professional development video modules. The museum will modify the professional development modules to create caregiver workshops focused on fostering early math learning through everyday activities and play at home. Museum staff will share tools and lessons learned through a regional museum convening and at national conferences.
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TEAM MEMBERS: Hardin Engelhardt
resource evaluation Public Programs
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2015. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from a Membership study, a formative evaluation of a new Makerspace exhibition, and program evaluation of a workshop for the
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TEAM MEMBERS: Elisa Israel Sara Davis Kelley Staab Morey Group
resource research Public Programs
This guide describes what took place during NYSCI’s Big Data for Little Kids workshop series, Museum Makers: Designing With Data. In addition to detailed outlines of the activities implemented during the program, this guide includes a glossary of recurrent terms and resources used throughout the workshops. In 2017, as part of a National Science Foundation funded project, the New York Hall of Science (NYSCI) set out to teach Big Data concepts to children ages 4 – 8 years old. NYSCI developed and piloted an after-school program for families to utilize the data cycle as a method of informed
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TEAM MEMBERS: ChangChia James Liu
resource project Public Programs
This one-year Collaborative Planning project seeks to bring together an interdisciplinary planning team of informal and formal STEM educators, researchers, scientists, community, and policy experts to identify the elements, activities, and community relationships necessary to cultivate and sustain a thriving regional early childhood (ages 3-6) STEM ecosystem. Based in Southeast San Diego, planning and research will focus on understanding the needs and interests of young Latino dual language learners from low income homes, as well as identify regional assets (e.g., museums, afterschool programs, universities, schools) that could coalesce efforts to systematically increase access to developmentally appropriate informal STEM activities and resources, particularly those focused on engineering and computational thinking. This project has the potential to enhance the infrastructure of early STEM education by providing a model for the planning and development of early childhood focused coalitions around the topic of STEM learning and engagement. In addition, identifying how to bridge STEM learning experiences between home, pre-k learning environments, and formal school addresses a longstanding challenge of sustaining STEM skills as young children transition between environments. The planning process will use an iterative mixed-methods approach to develop both qualitative and quantitative and data. Specific planning strategies include the use of group facilitation techniques such as World Café, graphic recording, and live polling. Planning outcomes include: 1) a literature review on STEM ecosystems; 2) an Early Childhood STEM Community Asset Map of southeast San Diego; 3) a set of proposed design principles for identifying and creating early childhood STEM ecosystems in low income communities; and 4) a theory of action that could guide future design and research. 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.
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TEAM MEMBERS: Ida Rose Florez
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 research Professional Development, Conferences, and Networks
This brochure provides overview of work accomplished during the one-year planning grant period, and includes a proposed research agenda related to whole body interaction. The Move2Learn planning effort was a collaboration between museum practitioners and researchers in the United States and the United Kingdom, who represented the spectrum of science education, embodied learning, interactive exhibit designers and technology specialists. The overall goal was to begin the process of identifying relevant research questions related to the design of physical and digital exhibits for young children
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TEAM MEMBERS: Judy Brown
resource project Public Programs
Flying Higher will develop a permanent hands-on exhibit that conveys the fundamentals of flight, technology, materials science, and NASA’s role in aeronautics for learners ages 3-12 years and their parents/caregivers and teachers. The exhibit, public programs, school and teacher programs, and teacher professional development will develop a pipeline of skilled workers to support community workforce needs and communicate NASA’s contributions to the nation and world. An innovative partnership with Claflin University (an historically black college) and Columbia College (a women’s liberal arts college) will provide undergraduate coursework in informal science education to support pre-service learning opportunities and paid employment for students seeking careers in education and/or STEM fields. The projects goals are:

1) To educate multi-generational family audiences about the principles and the future of aeronautics; provide hands-on, accessible, and immersive opportunities to explore state-of-the-art NASA technology; and demonstrate the cultural impact of flight in our global community.

2) To provide educational standards-based programming to teachers and students in grades K–8 on NASA-driven research topics, giving the students opportunities to explore these topics and gain exposure to science careers at NASA; and to offer teachers support in presenting STEM topics.

3) To create and implement a professional development program to engage pre-service teachers in presenting museum-based programs focused on aeronautics and engineering. This program will provide undergraduate degree credits, service learning, and paid employment to students that supports STEM instruction in the classroom, explores the benefits of informal science education, and encourages post-graduate opportunities in STEM fields.
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TEAM MEMBERS: Julia Kennard
resource project Professional Development, Conferences, and Networks
This is a Science Learning+ planning project that will develop a research plan for investigating how applying the principles of embodied cognition to the design of informal learning environments can support young children's (ages 2-6) engagement with, and understanding of, science topics and concepts. While it has been fairly well established that cognition is intertwined with the body's interaction in the physical world, the precise means of applying these ideas to the design of effective learning environments is still emerging. Experimenting with various embodied cognition activities and physical learning configurations to understand what conditions are optimal for informal learning environments for early learners is a major objective of this project. During the planning grant period, the project will identity additional practitioner/research collaborations and will develop research plans for a suite of studies to be enacted by multiple teams of informal learning practitioners and cognitive scientists across the US and UK and that will be submitted as a Phase 2 research. The primary activities of this planning period include organizing a series of workshops that bring together informal learning educators and embodied cognition researchers to engage in deep discussion and design experimentation that will inform the development and refinement of research questions, protocols, and measurement tools. These discussions will be informed by observations of young children as they interact with the River of Grass, an exhibit prototype in which principles of embodied cognition are embedded in its design. The planning period will be led by a collaborative team of informal learning practitioners and cognitive scientists from the US and UK. This group will also oversee plans for the development of a new model for informal STEM research in which a constellation of practitioner/research teams across multiple organizations investigates topics of importance to informal learning practice and research that have the potential to result in a robust body of research that informs the design of informal learning spaces.
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resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
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TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource project Public Programs
Children feed alphabet letters to a talking baby dragon, drive a New York City fire truck, paint on a six-foot art wall, and crawl through a challenge course in PlayWorks™ at the Children's Museum of Manhattan (CMOM) in New York. Manhattan’s largest public play and learning center for early childhood marries the skills that children need to succeed in kindergarten with fun stuff that kids love. The Institute of Museum and Library Services (IMLS) funded the project through a 2006 Museums for America grant to support the museum as a center of community engagement and lifelong learning. “PlayWorks™ is a joyful place for learning science, math, reading and other things. We incorporate fun and learning into the whole design to create a scaffold of learning. Families come to the museum to supplement preschool experiences,” said Andy S. Ackerman, CMOM’s executive director. The museum also offers parents, sitters, and other care-providers guidance on engaging their children with the exhibit. Based on the concept that children’s learning and personal growth is rooted in play, the 4,000-square-foot space is divided into five learning areas: Language, Math and Physics, Arts and Science, Imagination and Dramatic Play, and Practice Play (for infants and crawlers).
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TEAM MEMBERS: Leslie Bushara
resource research Media and Technology
This volume explores the integration of recent research on everyday, classroom, and professional scientific thinking. It brings together an international group of researchers to present core findings from each context; discuss connections between contexts, and explore structures; technologies, and environments to facilitate the development and practice of scientific thinking. The chapters focus on: * situations from young children visiting museums, * middle-school students collaborating in classrooms, * undergraduates learning about research methods, and * professional scientists engaged in
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TEAM MEMBERS: Kevin Crowley Christian Schunn Takeshi Okada