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resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource project Informal/Formal Connections
This Innovations in Development project explores radical healing as an approach to create after-school STEM programming that welcomes, values and supports African American youth to form positive STEM identities. Radical healing is a strength-based, asset centered approach that incorporates culture, identity, civic action, and collective healing to build the capacity of young people to apply academic knowledge for the good of their communities. The project uses a newly developed graphic novel as a model of what it looks like to engage in the radical healing process and use STEM technology for social justice. This graphic novel, When Spiderwebs Unite, tells the true story of an African American community who used STEM technology to advocate for clean air and water for their community. Youth are supported to consider their own experiences and emotions in their sociopolitical contexts, realize they are not alone, and collaborate with their community members to take critical action towards social change through STEM. The STEM Club activities include mentoring by African American undergraduate students, story writing, conducting justice-oriented environmental sciences investigations, and applying the results of their investigations to propose and implement community action plans. These activities aim to build youth’s capacity to resist oppression and leverage the power of STEM technology for their benefit and that of their communities.

Clemson University, in partnership with the Urban League of the Upstate, engages 100 predominantly African American middle school students and 32 African American undergraduate students in healing justice work, across two youth-serving, community-based organizations at three sites. These young people assume a leadership role in developing this project’s graphic novel and curriculum for a yearlong, after-school STEM Club, both constructed upon the essential components of radical healing. This project uses a qual→quant parallel research design to investigate how the development and use of a graphic novel could be used as a healing justice tool, and how various components of radical healing (critical consciousness, cultural authenticity, self knowledge, radical hope, emotional and social support, and strength and resilience) affect African American youths’ STEM identity development. Researchers scrutinize interviews, field observations, and project documents to address their investigation and utilize statistical analyses of survey data to inform and triangulate the qualitative data findings. Thus, qualitative and quantitative data are used to challenge dominant narratives regarding African American youth’s STEM achievements and trajectories. The project advances discovery and understanding of radical healing as an approach to explicitly value African Americans’ cultures, identities, histories, and voices within informal STEM programming.
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TEAM MEMBERS: Renee Lyons Rhondda Thomas Corliss Outley
resource research Media and Technology
This short (approximately 2-3 hours), self-paced non-credit learning module is designed for those new to conducting research in communities impacted by energy development. You will learn about the concept of “research fatigue” and become more prepared for fieldwork by learning what to expect when you visit energy-impacted communities. Access is free for students, researchers and those living in or serving communities impacted by energy development. Participants who complete the online course can a digital badge called Understanding Research Fatigue. Earners of this certification will
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TEAM MEMBERS: Suzi Taylor Julia Hobson Haggerty Kristin Smith Ruchie Pathak
resource project Media and Technology
This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.

This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.

This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
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TEAM MEMBERS: Casey Lynch David Feil-Seifer
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 goal of this project is to make 21st century quantum science comprehensible and engaging to non-expert informal adult learners. This project has strong potential to add new knowledge about the public's perception and understanding of quantum physics. This scientific content is often difficult for informal audiences to grasp, and there are relatively few accessible learning resources for a non- professional audience. The development of this online, interactive resource with short animations, graphics, and simulations has strong potential to fill this gap. It will develop a visually driven online resource to engage non-expert audiences in understanding the basics of quantum physics. The web design will be modular, incorporating many multimedia elements and the structure will be flexible allowing for future expansion. All content would be freely available for educational use. There is potential for extensive reach and use of the resources by informal adult learners online as well as learners in museums, science centers, and schools. Project partners are the Joint Quantum Institute at the University of Maryland and the National Institute of Standards and Technology, College Park. An independent evaluation of the project will add new knowledge about informal learners' perceptions and/or knowledge about quantum science and technology. An initial needs assessment via focus groups with the general public will be designed to find out more about what they already know about quantum physics topics and terminology, as well as what they want to know and what formats they prefer (games, simulations, podcasts, etc.). In person user testing will be used with early versions of the project online resource using a structured think-aloud protocol. Later in year 1 and 2, online focus groups with the general public will be conducted to learn what they find engaging and what they learned from the content. Iterative feedback from participants during the formative stage will guide the development of the content and format of the online resources. The Summative Evaluation will gather data using a retrospective post-survey embedded with a pop-up link on the Atlas followed by interviews with a subset of online users. Google Analytics will be used to determine the breadth and depth of their online navigation, what resources they download, and what websites they visit afterward. A post-only survey of undergraduate and graduate students who participated in resource development will focus on changes in students' confidence around their science communication skills and level of quantum physics understanding.
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TEAM MEMBERS: Emily Edwards Curtis Suplee
resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource project Media and Technology
This award supports the production of a longitudinal video documentary of the evolution of Advanced LIGO and will chronicle the most critical and exciting period in the history of gravitational wave science in the past 100 years. LIGO resumed the search for gravitational waves in 2015 with a newly upgraded detector and on September 14, 2015 detected gravitational waves for the first time, astounding not only the scientific community but the entire world. Using footage captured at critical periods between August 2015 and March 2016 during the discovery phase as well as new filming taking place over the next two years, the team will produce films which will impact at least hundreds of thousands of people and possibly many more than that. The goal is to educate, inspire, and motivate. Students at the high school and undergraduate levels may be more inspired to pursue STEM careers after watching scientific vignettes focusing on the exciting science and technology of Advanced LIGO. Scientific historians and sociologists will have the opportunity to use the hundreds of hours of available film clips as a video database to investigate in detail the discovery of gravitational waves as a case study of large scale collaborations ("Big Science"). Videos highlighting the cutting edge technological advances brought about by Advanced LIGO and their impacts on other fields of science and technology may prove effective for educating officials and policy makers on the benefits of fundamental science.

During the course of the project, a series of professionally made video shorts will be produced for the LIGO Laboratory and LSC for education and public outreach purposes through distribution on LIGO Laboratory, LSC web sites, and the LIGO YouTube Channel. Through an extensive series of film shoots, XPLR Productions will work with the LIGO Laboratory and the LIGO Scientific Collaboration (LSC) to capture key moments as LIGO scientists work to achieve Advanced LIGO's design sensitivity and carry out a series of observing runs over the next two years. The team will produce a series of video shorts explaining the important scientific and technological concepts and issues of Advanced LIGO by the scientific experts who create them. In the longer term, footage will used to produce either a feature length documentary film or a twelve-part series on television entitled 'LIGO' chronicling the discovery of gravitational waves and the exploration of exotic high-energy astrophysical phenomena such as colliding black holes. Intended for broad distribution through cinema or television, 'LIGO' will bring science to life for a wide audience.
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TEAM MEMBERS: David Reitze
resource research Media and Technology
Science magazines have an important role in disseminating scientific knowledge into the public sphere and in discussing the broader scope affected by scientific research such as technology, ethics and politics. Student-run science magazines afford opportunities for future scientists, communicators, politicians and others to practice communicating science. The ability to translate ‘scientese’ into a jargon-free discussion is rarely easy: it requires practice, and student magazines may provide good practice ground for undergraduate and graduate science students wishing to improve their
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TEAM MEMBERS: Mico Tatalovic
resource research Media and Technology
A ghost is wandering around the web: it is called open access, a proposal to modify the circulation system of scientific information which has landed on the sacred soil of scientific literature. The circulation system of scientific magazines has recently started faltering, not because this instrument is no longer a guarantee of quality, but rather for economic reasons. In countries such as Great Britain, as shown in the following chart, the past twenty years have seen a dramatic increase in subscription fees, exceeding by far the prices of other publishing products and the average inflation
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TEAM MEMBERS: Mauro Scanu
resource project Media and Technology
Space Science Institute (SSI) is conducting an International Polar Year project in partnership with the Marine Advanced Technology Center (NSF-funded MATE, Monterey, CA) and the Challenger Learning Center of Colorado (CLCC) to produce and disseminate an online simulation of scientific explorations by the latest generation of Antarctic underwater remotely operated vehicles (ROV). The explorations are based on the ROV work of Dr. Stacey Kim of the Moss Landing Marine Laboratories and of Dr. Robert Pappalardo and Dr. Arthur Lane at the Jet Propulsion Lab. Products include the simulation, supporting materials and guides, a web site, and a CD Master. Targeted audiences include: (a) middle-school to college-aged students who participate in national annual underwater ROV competitions, (b) Challenger Learning Centers in Colorado and around the country, and (c) the "science attentive" public who will access the simulation via links to SSI and other web sites. Simulations will follow a game structure and feature Antarctic polar science. Estimated annual usage levels are: for MATE, 2000; for Challenger Centers, 300,000; for the general public, 100,000. The project is positioned to continue well beyond the official end of the International Polar Year
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TEAM MEMBERS: Brad McLain James Harold
resource project Media and Technology
This multiplatform media and science center project is designed to engage audiences in humanity's deepest questions like the nature of love, reality, time and death in both scientific and humanistic terms. Project deliverables include 5 hour-long radio programs for broadcast on NPR stations, public events/museum exhibits at the Exploratorium in San Francisco, kiosks in venues throughout the city, and a social media engagement campaign. The audience of the project is large and diverse using mass media and the internet. But the project will specifically target young, online, and minority audiences using various strategies. The project is designed to help a diverse audience understand the impact of new scientific developments as well as the basic science, technology, engineering and math needed to be responsible, informed citizens. Innovative elements of the project include the unique format of the radio programs that explore complex topics in an engaging and compelling way, the visitor engagement strategy at the Exploratorium, and the social media strategy that reaches niche audiences who might never listen to the radio broadcasts, but find the podcasts and blogs engaging. The Exploratorium will be opening a new building in 2013 and will include exhibits and programs that are testing grounds for this project. This is a new model that aligns the radio content with exhibitions, social media, and in person events at the Exploratorium, providing a unique holistic approach. The project is designed to inspire people to think and talk about science and want to find out more. The evaluation will measure the impacts on the targeted audiences reached by each of the key delivery methods. Data will be collected using focus groups; intercept interviews with people in public places, and longitudinal panels. The focus will be on 5 targeted audiences (young adults, families with children, non-NPR listeners, underrepresented minorities, and adults without college experience). This comprehensive evaluation will likely contribute important knowledge to the field based on this multiple-platform collaborative model.
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TEAM MEMBERS: Barietta Scott
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California.
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TEAM MEMBERS: Edwin Obergfell Philip Villamor