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resource project Public Programs
Chicago's DuSable Museum of African American History will develop and present the "Exploration of African American Physicians and Surgeons" project with an overall goal to expose young people in the community to the opportunities and benefits of STEM education. Project components will include educational programming, lectures, and an historical exhibition revolving around African American contributions and achievements within the world of medicine. The exhibition will focus on work of Dr. Daniel Hale Williams, the founder of Chicago's Provident Hospital, the first non-segregated hospital in the United States. Dr. Williams was the first general surgeon to perform a documented and successful pericardium surgical procedure to repair a wound. The project's educational programming will explore the ways in which other African American doctors broke down racial barriers within the field of medicine.
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TEAM MEMBERS: Cecil Lucy
resource project Media and Technology
The Arboretum at Flagstaff will complete an interactive outdoor exhibition to provide relevant and science-based climate change information to its northern Arizona audience, as well as visitors from throughout the state. Project activities include the addition of three kiosks to the climate change exhibition; developing standards-based curriculum guides for educators to assist them with both onsite and classroom instruction for students in grades 6-8; and the development of new webpage interfaces designed to make data files and curriculum guides readily available. The climate change center will engage students and general audiences in the STEM components of real-time climate change research, interpretation, and mitigation.
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TEAM MEMBERS: Kristin Haskins
resource project Public Programs
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS: Denise Smith Gordon Squires Kathy Lestition Anya Biferno Lynn Cominsky
resource evaluation Media and Technology
Beyond Spaceship Earth is a multi-faceted project at The Children's Museum of Indianapolis that includes an immersive permanent exhibit about the International Space Station, the Indianan Astronaut Wall of Fame, the Schaefer Planetarium and Space Object Theater; museum theater and facilitated programs throughout the exhibit; complementary programming for schools and families in the museum's STEMLab; and a freely available unit of study for classroom teachers of 3rd-8th grades. The summative evaluation of the project used qualitative and quantitative methods including timing and tracking
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TEAM MEMBERS: Claire Thoma Emmons Mary Mauer Rachael Mathews
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource research Public Programs
Informal science learning (ISL) organizations that are successful at providing meaningful science, technology, engineering, arts, and mathematics (STEAM) experiences for Latino children, youth, and their families share some common traits. They have leaders and staff who believe in the importance of developing culturally relevant models and frameworks that meet the needs and acknowledge the legacy of STEAM in Latino communities. Such organizations are willing to take risks to create experiences that are culturally meaningful, garner funding and implement programs by working closely with their
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TEAM MEMBERS: Cheryl Juarez Verónika Núñez Exploratorium
resource research Public Programs
Out-of-school settings promise to broaden participation in science to groups that are often left out of school-based opportunities. Increasing such involvement is premised on the notion that science is intricately tied to “the social, material, and personal well-being” of individuals, groups, and nations—indicators and aspirations that are deeply linked with understandings of equity, justice, and democracy. In this essay, the authors argue that dehistoricized and depoliticized meanings of equity, and the accompanying assumptions and goals of equity-oriented research and practice, threaten to
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TEAM MEMBERS: Thomas M. Philip Flávio S. Azevedo
resource project Media and Technology
Becoming computationally literate is increasingly crucial to everyday life and to expanding workforce capacity. Research suggests that computational literacy--knowing what, when, how, and why to use the ideas of computer science, in combination with the capacity to view problems and potential solutions through the lens of computational structures and procedures--can be supported through digital game play. This project aims to develop a social and creative exhibit game that foregrounds aspects of computer science, specifically artificial intelligence (AI) and computer programming, in ways that enable youth to explore, construct, and share computational complex systems content with one another and other museum visitors. To play the game, pairs of youth visitors will use code cards to program the behavior of AI animals in a virtual forest. As they do so, youth will engage with computational literacy practices, such as basic computer programming, describing their computational ideas, and doing computational problem solving with their friends. Their activity will be projected on a large screen as a strategy for enabling youth to test, rehearse, and communicate their computational ideas and to also interest other visitors into computational problem solving.

Using multi-perspective and iterative design-based research, university learning scientists, museum practitioners, and game developers will pursue research questions around how science museums can better engage youth who are traditionally underrepresented in computer science in complex computational practices. Data sources will include interactive-log data, observations of visitor interactions with the game, visitor interviews, and visitor surveys. A multimodal and mixed methods approach that searches for convergences between qualitative analysis, quantitative analysis, and learning analytics will be used to generate research findings. Changes in computational literacy will be assessed by evaluating what problems visitors choose to solve with programming, how they frame those problems, and their selections from among possible solutions, what they program, how they program, and how they describe programming ideas. The results of this project will include: 1) a social, interactive gameplay experience that supports the development of computational literacy; 2) design principles for game-based exhibits that facilitate development of computational literacy; and 3) new knowledge of variations in design and gameplay across diverse gameplay users, including those from underrepresented groups in computer science. It is anticipated that 1,000 museum youth visitors will directly participate in the study.

This 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: Matthew Berland Leilah Lyons Matthew Cannady
resource project Public Programs
Makerspaces and engineering design spaces have proliferated in science museums, schools, libraries, and community settings at a rapid pace. However, there is a risk that some of the same inequities that exist in the engineering field are being replicated in these settings. Research has provided evidence of persistent gaps between boys' and girls' levels of interest in engineering as it has been traditionally represented in informal learning environments, particularly in Making and engineering spaces. This Research-In-Service to Practice project intends to address this gap by employing a design-based research approach to examine if and to what extent narrative elements can interest and engage middle school girls in science, technology, engineering, and mathematics (STEM), and promote equitable, effective engineering design experiences and practices. This work is significant, as it will build upon current research and conceptual understanding of how to design narrative-rich engineering design activities for informal learning spaces, especially for girls, and within museum drop-in experiential learning contexts. It will also contribute to the evidence base regarding how girls approach and choose to persist in solving engineering design problems. The 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.

The New York Hall of Science (NYSCI) in collaboration with the Amazeum in Bentonville, Arkansas, the Tech Museum of Innovation in San Jose, California, the Creativity Labs at Indiana University and a team of advisors will conduct the 30-month, design-based research project in two phases. In the first phase, NYSCI will garner ongoing input from its partners to develop parallel versions of six pairs of engineering design activities, one with narrative elements and one without. These activities will be iteratively tested in NYSCI's Design Lab, a 10,000 square foot exhibition devoted to hands-on exploration of engineering design. Several research questions will be explored, focused primarily on building evidence-based design knowledge, establishing appeal and comprehensibility, and understanding facilitation. Observational and interview data will be garnered from 30 girls aged 7-14 and their family groups for each of the twelve activities developed, totaling 360 girls in the study sample. The results of the research on the paired activities will be iterative and provide insight on how narrative elements can most effectively invite girls into sustained engagement with the core engineering concepts and practices highlighted in each activity. In the second phase, formative and summative evaluation will be conducted to study the impact of the narrative and non-narrative versions of the engineering design activities on participating girls' engagement and persistence, by contrasting the quality of girls' engagement across the two types of activities while they are implemented across three museum sites. Project deliverables include journal articles reporting on project findings; documentation of activities that meet project goals; design guidelines for exhibit and curriculum developers who are interested in using narrative effectively to frame engineering design activities; and practical guidance for facilitators seeking to ensure that they are supporting girls effectively as they explore those activities.
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TEAM MEMBERS: Dorothy Bennett Katherine McMillan Susan Letourneau Peggy Monahan
resource project Exhibitions
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 study will capitalize on the increased availability and affordability of immersive interactive technologies, such as Augmented Reality devices and virtual characters, to investigate their potential for benefitting STEM learning in informal museum contexts. This project will combine these technologies to create an Augmented Reality experience that will allow middle-school youth and their families to meet and assist a virtual crew on a historic ship at the Independence Seaport Museum in Philadelphia. The players in this game-like experience will encounter technologies from the turn of the 20th century, including steam power, electricity, and wireless communication. Crew members and technologies will be brought to life aboard the USS Olympia, the largest and fastest ship in the US Navy launched in 1892. The historic context will be positioned in relation to current day technologies in ways that will enable a change in interest towards technology and engineering in middle school-age youth. This will result in a testbed for the feasibility of facilitating short-term science, technology, engineering and mathematics (STEM) identity change with interactive immersive technologies. A successful feasibility demonstration, as well as the insights into design, could open up novel ways of fostering STEM interest and identity in informal learning contexts and of demonstrating the impact of this approach. The potential benefit to society will rest in the expected results on the basic science regarding immersive interactive technologies in informal learning contexts as well as in demonstrating the feasibility of the integrated approach to assessment.

This project will use a living lab methodology to evaluate interactive immersive technologies in terms of their support for STEM identity change in middle-school age youth. The two-year design-based research will iteratively develop and improve the measurement instrument for the argument that identity change is a fundamental to learning. A combination of Augmented Reality and intelligent virtual agents will be used to create an interactive experience--a virtual living lab--in an informal museum learning exhibit that enables change interests towards technology and engineering and provides short-term assessment tools. In collaboration with the Independence Seaport Museum in Philadelphia, the testbed for the approach will be an experience that brings to life the technologies of the early 20th century aboard a historic ship. Through the application of Participatory Action Research techniques, intelligent virtual agents interacting with youth and families will customize STEM information relating to the ship's mission and performance. Topics explored will make connections with current day technologies and scientific understanding. Mixed-methods will be used to analyze interactions, interview and survey data, will form the basis for assessing the impact on youth's STEM interests. The elicitation method specifically includes assessment metrics that are relevant to the concept of learning as identity change. This assessment, through immersive interactive technologies, will target the priority areas of engagement in STEM as well as the measurement of outcomes.
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TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource research Public Programs
The landscape for out-of-school STEM learning in Hong Kong is evolving. In 2017, to capture this change, the Croucher Foundation conducted a mapping exercise. This is the second annual mapping exercise conducted by the Croucher Foundation. The study reveals a rich and vibrant ecosystem for out-of-school STEM in Hong Kong with almost 2,000 discrete activities covering a very wide range of science disciplines. This second report indicates extremely rapid growth in available out-of-school STEM activities compared to 2016 and an even larger increase in the number of organisations offering out
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TEAM MEMBERS: Siu Po Lee David Foster
resource research Public Programs
The Croucher Foundation recently embarked on a research study to explore informal science learning in Hong Kong. This is the first study to focus on the out-of-school ecosystem for science learning in Hong Kong. This exploratory and investigative study identified over a thousand out-of-school STEM activities that happened between June 2015 and May 2016, including courses, workshops and exhibitions available to Hong Kong school students over this twelve-month period. The study excluded tutorials and exam-orientated courses and focused instead on activities designed to encourage an interest in
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TEAM MEMBERS: Siu Po Lee David Foster