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resource research Museum and Science Center Exhibits
The purpose of this paper is to explore results from a qualitative study of how high school aged BLV youth used spatial language during a virtual engineering experience administered by the National Federation of the Blind (NFB). Findings from this study can provide recommendations to enhance language in curricula that better reflects BLV students' content and may ultimately encourage more BLV students to pursue careers in STEM fields.
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TEAM MEMBERS: Gary Timko Natalie Shaheen Wade Goodridge Theresa Green Daniel Kane
resource research Museum and Science Center Exhibits
The impetus behind this effort was to create a platform for initial support to TEE professionals who may have a blind and low-vision (BLV) student in their courses.  Specific examples, instructions, and applications for many of the commonly-used tools and techniques are included here as part of this overall effort to teach TEE concepts through socially relevant contexts by adapting older methods to facilitate new opportunities in our school systems for BLV youth. 
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TEAM MEMBERS: Scott Bartholomew Wade Goodridge Natalie Shaheen Anne Cunningham
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 evaluation Media and Technology
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
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resource research Public Programs
We examined the conversational reflections of 248 families with 6–11‐year‐old children shortly after they visited a tinkering exhibit. Our aim was to understand the conditions of tinkering and conversational reflection that can enhance STEM learning opportunities for young children. We discuss implications for the design of tinkering and reflection activities that can both reveal and advance STEM learning.
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TEAM MEMBERS: Lauren Pagano Catherine Haden David Uttal Tsivia Cohen
resource research Public Programs
The COMPASS conference will bring together 80 participants for two days in September 2018 at the Exploratorium in San Francisco, CA. The first dissemination will take place in a presentation at the ASTC conference the following month in October 2018. A webinar sharing insights from COMPASS and inviting others to engage will be held in March 2019 hosted by ASTC and accessible by ASTC members and non-members alike. A companion COMPASS e-publication will be released for free download, also in March 2019, with summaries of conference proceedings, key issues identified, case histories of ILAM in
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TEAM MEMBERS: Claire Pillsbury
resource research Planetarium and Science on a Sphere
This poster, which was presented at the Association of Science and Technology Centers Annual Conference on October 22, 2017, compares and contrasts evaluation findings across components of the Beyond Spaceship Earth project at The Children's Museum of Indianapolis. The project focuses on educating families and students about life and work aboard the International Space Station and generating interest in STEM topics and careers. Project components reviewed include an exhibit, a space object theater, and workshop-style programs focused on engineering and robotics for both families and school
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TEAM MEMBERS: Claire Thoma Emmons
resource research Museum and Science Center Programs
The National Autonomous University of Mexico (UNAM) is one of the world's single largest employers of science communicators, with over 350,000 students and 40,000 staff. Its science communication activities include five museums (Universum, Museo de la Luz, the Geology Museum, Museo de la Medicina Mexicana and Musem of Geophysics), botanical gardens, as well as a wide range of cultural and outreach activities. It has several programmes for training professional science communicators. The science communication staff are spread across the campuses in Mexico City and four other cities, including
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TEAM MEMBERS: Ana Claudia Nepote Elaine Reynoso-Haynes
resource project Exhibitions
As the world is increasingly dependent upon computing and computational processes associated with data analysis, it is essential to gain a better understanding of the visualization technologies that are used to make meaning of massive scientific data. It is also essential that the infrastructure, the very means by which technologies are developed for improving the public's engagement in science itself, be better understood. Thus, this AISL Innovations in Development project will address the critical need for the public to learn how to interpret and understand highly complex and visualized scientific data. The project will design, develop and study a new technology platform, xMacroscope, as a learning tool that will allow visitors at the Science Museum of Minnesota and the Center of Science and Industry, to create, view, understand, and interact with different data sets using diverse visualization types. The xMacroscope will support rapid research prototyping of public experiences at selected exhibits, such as collecting data on a runner's speed and height and the visualized representation of such data. The xMacroscope will provide research opportunities for exhibit designers, education researchers, and learning scientists to study diverse audiences at science centers in order to understand how learning about data through the xMacroscope tool may inform definitions of data literacy. The research will advance the state of the art in visualization technology, which will have broad implications for teaching and learning of scientific data in both informal and formal learning environments. The project will lead to better understanding by science centers on how to present data to the public more effectively through visualizations that are based upon massive amounts of data. Technology results and research findings will be disseminated broadly through professional publications and presentations at science, education, and technology conferences. 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 project is driven by the assumption that in the digital information age, being able to create and interpret data visualizations is an important literacy for the public. The research will seek to define, measure, and advance data visualization literacy. The project will engage the public in using the xMacrocope at the Science Museum of Minnesota and at the Center of Science and Industry's (COSI) science museum and research center in Columbus, Ohio. In both museum settings the public will interact with different datasets and diverse types of visualizations. Using the xMacroscope platform, personal attributes and capabilities will be measured and personalized data visualizations will be constructed. Existing theories of learning (constructivist and constructionist) will be extended to capture the learning and use of data visualization literacy. In addition, the project team will conduct a meta-review related to different types of literacy and will produce a definition with performance measures to assess data visualization literacy - currently broadly defined in the project as the ability to read, understand, and create data visualizations. The research has potential for significant impact in the field of science and technology education and education research on visual learning. It will further our understanding of the nature of data visualization literacy learning and define opportunities for visualizing data in ways that are both personally and culturally meaningful. The project expects to advance the understanding of the role of personalization in the learning process using iterative design-based research methodologies to advance both theory and practice in informal learning settings. An iterative design process will be applied for addressing the research questions by correlating visualizations to individual actions and contributions, exploring meaning-making studies of visualization construction, and testing the xMacroscope under various conditions of crowdedness and busyness in a museum context. The evaluation plan is based upon a logic model and the evaluation will iteratively inform the direction, process, and productivity of the project.
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TEAM MEMBERS: Katy Borner Kylie Peppler Bryan Kennedy Stephen Uzzo Joe E Heimlich
resource project Media and Technology
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. The project will bring together science museum visitor experience developers, visitor studies staff, indoor location technology developers, cyber-learning researchers, and STEM informal learning specialists for a two day conference, COMPASS (Conference on Mobile Position Awareness Systems and Solutions), to address the achievements and potential of indoor location aware mobile (ILAM) technology in science museums. The pre-conference work, the conference itself, and a subsequent e-publication will provide multiple, informed perspectives and knowledge around ILAM for science museums to develop apps for visitors' own smartphones to enhance and personalize the visitor experience and to experiment with new kinds of inquiry-based learning. The goals of the conference are to form an integrated vision by consolidating expertise from disparate disciplines connected to ILAM tech development, to transform visitor mobile tools to provide more innovative forms of interaction and personalization, and to open new avenues for visitor research with automated data collection and analysis.

The COMPASS conference will bring together 80 participants for two days in September 2018 at the Exploratorium in San Francisco, CA. The first dissemination will take place in a presentation at the ASTC conference the following month in October 2018. A webinar sharing insights from COMPASS and inviting others to engage will be held in March 2019 hosted by ASTC and accessible by ASTC members and non-members alike. A companion COMPASS e-publication will be released for free download, also in March 2019, with summaries of conference proceedings, key issues identified, case histories of ILAM in museums, white papers and other resources. Conference outcomes include establishing a community of practice or special interest group and establishing common goals for future collaborative work. By gathering a diverse range of perspectives and expertise to share research and evidence based findings, COMPASS include collective problem solving and an informed cross disciplinary approach to planning and implementing ILAM technology in the museum environment. The conference will explicitly address the benefits and quality of open source code and protocols and how techniques could be shared among institutions. As professional experience with deploying ILAM apps grows, this tool could be used to increase accessibility for diverse visitor populations, put in use at smaller and medium sized science centers, and applied to a variety of research studies, increasing the impact for funders and benefiting the science center community at large.
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TEAM MEMBERS: Claire Pillsbury
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 Exhibitions
Multitouch tables and displays provide important benefits for users in museums and other public spaces. This report discusses the evolution of tangible-object interfaces on such displays and outlines ideas for further development of more compelling, intuitive, and effective user experiences.
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