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resource project Media and Technology
This Innovations in Development 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.

Quantum information science (QIS) is an emergent cross-disciplinary field at the interface of physics, computer science, materials science, and engineering. Yet, there are few educational programs that encourage young people to explore QIS and understand its applications and societal benefits. Such programs are critical for supporting the growth of a quantum-ready workforce. Building intuition is a foundational first step but this is challenging because quantum effects are neither visible to the naked eye, nor experienced in everyday life. This project will create a suite of accessible, engaging digital games for middle schoolers, and study their effectiveness in cultivating intuition around QIS. Relating QIS concepts to common game mechanics is designed to increase students’ confidence in their QIS knowledge, reduce their fear of tackling such a subject, and consider pursuing a career in this field or another STEM area. The game-driven design appeals to a broad population beyond the age groups studied. Moreover, the deliverables will be freely available online, which allows anyone with a phone or computer and internet access a way to learn about QIS in an engaging, play-based environment. The program will partner with teacher organizations and other community groups to share the games, maximizing the project’s impact.

The project is guided by the QIS Key Concepts developed in 2020, as well as research and best practices on gamification of learning. The games will be designed for 6th-8th grade students in an informal setting, focusing on the concepts of probability, superposition, and role of measurement. A game world titled "Quander" will include videos that explicitly tie game experiences to QIS concepts and applications. The project will evaluate students' understanding after playing the games and watching the videos, how they engage with aspects of the games, and how the game impacted their interest in QIS. The project data will advance understanding of how to facilitate QIS informal learning experiences in ways that engage young audiences in QIS and similar abstract emerging areas of technology where current research is scant. This project represents one of the first efforts to teach QIS concepts in ways that connect directly to young learners’ play-based experiences. Data gathered from the project will help future program designers understand the ability of young learners to reason about QIS concepts such as measurement, superposition and probabilities in game contexts, providing insights to the ages at which students are ready for more technical content.
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TEAM MEMBERS: Diana Franklin Emily Edwards Danielle Harlow
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: 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. The Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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 Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a media project that created a documentary film about the Pulsar Search Collaboratory, as well as developing programming to be used both in the classroom and in diverse settings throughout the community.
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TEAM MEMBERS: Maura McLaughlin Sara Kolberg Megan Moore
resource research Public Programs
This poster provides an overview, program goals, evaluation plan, and research questions for the AISL project, Techbridge Broad Implementation: An Innovative Model to Inspire Girls in STEM Careers. The poster was presented at the 2014 AISL PI Meeting.
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TEAM MEMBERS: Techbridge Linda Kekelis
resource evaluation Exhibitions
Roto, an exhibition design and production firm, contracted Randi Korn & Associates, Inc. (RK&A) to conduct a front-end evaluation of Speed, an exhibition being developed for The Science Museum of Virginia (SMV) in Richmond, Virginia. RK&A explored visitors’ thoughts, perceptions, and understandings of exhibition concepts related to speed, defined as change over time. How did we approach this study? RK&A worked closely with Roto to identify the goals and objectives for the Speed exhibition. Findings from the front-end evaluation were designed to help Roto and SMV find common ground between
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TEAM MEMBERS: Randi Korn & Associates, Inc. Randi Korn Emily Skidmore Roslyn Esperon
resource project Afterschool Programs
Project LIFTOFF works with local, regional, and national partners to engineer statewide systems for Informal Science Education that inspire: YOUTH to pursue STEM education and careers through increased opportunities for quality, hands-on STEM learning. AFTERSCHOOL STAFF to facilitate STEM learning experiences that contribute to the overall STEM education and aspirations of youth in their programs. PROGRAM ADMINISTRATORS to encourage and support staff in the integration of STEM enrichment into the daily programming. STATE LEADERS to sustain and expand afterschool learning opportunities so that all students have access to engaging STEM experiences outside of the regular school day. Project LIFTOFF is dedicated to the development of the following essential elements of statewide systems for informal science education:


Access to appropriate STEM Curriculum for youth of all ages, abilities, and socio-cultural backgrounds that meets the needs and interests of individual community programs
Systematic STEM Professional Development that matches individual skills in positive youth development with abilities to facilitate discovery and science learning
A diverse Cadres of Trainers who will deliver the professional development, technical assistance and curriculum dissemination in their local communities
Authentic Evaluation of informal science efforts that determine the impacts on youth aspirations and the capacity of youth programs to provide quality STEM experiences
Local STEM education leadership to identify the ways in which collaborative education efforts can advance the development of 21st Century Skills and the preparedness for STEM workforce and higher education
Partnerships in support of youth development and informal science education that convene local, regional, and statewide organizations and stakeholders


To advance national initiatives and states' sySTEM engineering efforts, LIFTOFF coordinates an annual convening, the Midwest Afterschool Science Academy, that brings together national informal science experts, system leaders and youth development professionals to elevate the levels of science after school. The 5th MASA will be in the spring of 2014 in Kansas City, MO
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TEAM MEMBERS: Missouri AfterSchool Network Jeff Buehler
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Exhibitions
To provide the general public with an understanding of the basic principles that underlie the transmission, storage, and retrieval of information, the Fleet Center proposes to build SIGNALS, a 4,500 square foot exhibition. SIGNALS will be divided into three sections, of approximately 15 interactive exhibits each, which explore the physical principles of wave motion, the properties of electromagnetic pulses useful for communications, and the signal processing that enables us to handle information. An Advisory Committee comprised of highly qualified individuals at the leading edge of their fields will support development of SIGNALS; a very experienced team of exhibit developers will fabricate the exhibition. SIGNALS will become a permanent exhibition in an expanded Fleet Center, where it is expected to attract 1 million visitors a year, including at least 100,000 K-12 students. Since the lack of technological understanding is a national problem, we propose to build a 3,000 square foot traveling version of SIGNALS, contingent upon an NSF review of the completed permanent exhibition. The total cost for both exhibitions is $1,983,480. We are requesting $985,900 from NSF: $692,800 for the permanent exhibition and $293,100 for the traveling exhibition. The project will begin in June, 1992, and be completed by June, 1996.
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TEAM MEMBERS: Lynne Kennedy
resource project Media and Technology
Thinking SMART is a comprehensive five-year program that will encourage young women to pursue careers in science, mathematics and technology. The project focuses on girls ages 12-18, and will especially target those who are underserved and underrepresented in the sciences, including girls from diverse backgrounds and persons with disabilities. Key elements include four science/engineering module options, a two-tiered mentoring component, training, resource materials, online activities and an awards program. The modules (Material Girls, Eco Girls, Galactic Girls, Net Girls), focus on engineering, ecology, physics and computer science respectively, and will be aligned with national standards. The modules are implemented during the school year and include weekly programming, a summer camp and a spring "Women in Science and Engineering" conference organized by girls. Weekly meetings are augmented by online activities, in which girls interact with other participants and mentors, publish reports and obtain career information. Additionally, participants who complete all four modules are eligible to become paid mentors for younger participants. Five publications will be produced to support the program, including manuals for mentors (both adults and youth), module activities, a parent guide and a guide for implementation sites on community partnerships. Thinking SMART materials will be developed and piloted tested at eight sites in conjunction with Girls, Inc. affiliates in Nashua, NH, Worcester, MA, Oakridge, TN and Shelbyville, IN, with input from the Society of Women Engineers. Extensive training will also be provided for pilot programs and future dissemination. Finally the E3 Awards Program will motivate implementation sites to create high quality local programs. It is anticipated that more than 1,500 Girls, Inc. affiliates will adopt "Thinking SMART."
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TEAM MEMBERS: Brenda Stegall Janet Stanton Heather Johnston Nicholson Shalonda Murray Joe Martinez
resource project Media and Technology
The project will develop and study the impact of science simulations, referred to as sims, on middle school childrens' understanding of science and the scientific process. The project will investigate: 1) how characteristics of simulation design (e.g., interface design, visual representations, dynamic feedback, and the implicit scaffolding within the simulation) influence engagement and learning and how responses to these design features vary across grade-level and diverse populations; 2) how various models of instructional integration of a simulation affect how students interact with the simulation, what they learn, and their preparation for future learning; 3) how these interactions vary across grade-level and diverse populations; and 4) what critical instructional features, particularly in the type and level of scaffolding, are needed. Working with teachers, the team will select 25 existing sims for study. Teachers and students will be interviewed to test for usability, engagement, interpretation, and learning across content areas. The goal will be to identify successful design alternatives and to formulate generalized design guidelines. In parallel, pull-out and classroom-based studies will investigate a variety of use models and their impact on learning. Ten new simulations will then be developed to test these guidelines. Products will include the 35 sims with related support materials available for free from a website; new technologies to collect real-time data on student use of sims; and guidelines for the development of sims for this age population. The team will also publish research on how students learn from sims.
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TEAM MEMBERS: Katherine Perkins Daniel Schwartz Michael Dubson Noah Podolefsky