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resource research Exhibitions
This poster was presented at the 2021 NSF AISL Awardee Meeting. Very little is known about the experiences of people with learning disabilities in informal learning environments. The Intrinsic Motivation in Science Museums: Learning from and Broadening Participation of Visitors with Learning Disabilities project will describe ways engagement and intrinsic motivation for learning are and are not supported for science museum visitors with learning disabilities. This work will produce guidelines and resources to support inclusive exhibit design.
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TEAM MEMBERS: Samantha Daley Gabrielle Schlichtmann Becki Kipling Adam Hickey
resource research Media and Technology
The September/October 2021 issue of Informal Learning Review (ILR) reflects on the state of the field during the ongoing pandemic, and the ways in which institutions are adapting to the "new normal."
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resource research Media and Technology
Despite the fact that most science learning takes place outside of school, little is known about how engagement in informal science learning (ISL) experiences affects learners’ knowledge, skill development, interest, or identities over long periods of time. Although substantial ISL research has documented short-term outcomes such as the learning that takes place during a science center visit, research suggests that the genuine benefits of informal experiences are long-term transformations in learners as they pursue a “cascade” of experiences subsequent to the initial educational event
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resource project Exhibitions
Public outdoor spaces present opportunities for social experiences and learning. This Broader Implementation project will expand and evaluate a model that transforms urban public spaces into accessible and engaging environments for learning social science in outdoor public spaces. The model combines social science inquiry exhibits, place making and human facilitation of learning experiences in outdoor public areas. Project exhibits use the facilitated social interactions as both the content of and medium for the experiences. This project will adapt the existing exhibits and add new exhibits and facilitation techniques for testing in three different urban environments. Project research will explore the efficacy of these adaptations and revised facilitation techniques for the different settings in collaboration with civic partners at each site. The project will share the model and research findings widely through the Exploratorium website and publications for researchers, developers, and educators.

The team’s prior research showed that facilitators improved multiple learning outcomes with the current exhibits. Visitors acquired new social observation skills, reflected on their own experiences, perceptions, and actions, and increased their awareness for how social behavior, cognition, and emotion can be studied scientifically. Building on the prior research, the project will install the exhibition and test its efficacy in three different urban environments and explore the adaptations that are required for different settings with different civic partners. The project will use design-based research to develop a new theoretical model of facilitation strategies for supporting science learning in outdoor public spaces. For evaluation, the project will use mixed methods, including observations, interviews, surveys, and document review. Evaluation will assess success in attracting and engaging visitors; conveying social science concepts; prompting self-reflection of judgments and actions; and fostering empathy among those with different social identities. The project will assess the extent to which participants, particularly those from marginalized communities, experience feelings of belonging and inclusion. The project will be presented in three sites which represent the significant diversity, income levels, and urban environments of San Francisco. Facilitation strategies are being co-developed with Urban Alchemy, an organization that works within distressed urban communities in San Francisco. Project site partners and collaborators include the San Francisco Public Library, the Port of San Francisco, and the San Francisco Department of Parks and Recreation. The project will also measure partnership outcomes, through surveys and interviews, to look at the extent and ways the project integrates a co-creation model and develops an authentic, mutually beneficial, sustainable partnership. The project will generate and disseminate generalizable knowledge about the affordances of combining informal science learning, placemaking, and facilitation in a variety of free, outdoor STEM learning spaces in collaboration with local community groups. The project will also advance public understanding of the social and behavioral sciences.

This research project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and sssessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Zoos and aquariums have been offering programming, events, and visit accommodations to autistic individuals for several years. While these efforts can provide great experiences, they are focused more on accommodation and the outward-facing guest experience than inclusion. Lack of inclusion features in design, programming, and representation amongst zoo and aquarium representatives, ultimately limits full inclusion and adds to a sense in autistic individuals of not belonging and not being welcomed. To develop a fully inclusive experience for autistic individuals, this project will develop an evidence-based framework of inclusive practices for zoos and aquariums and build a community of practice around inclusion broadly. The project brings together researchers from Oregon State University, Vanderbilt Kennedy Center’s Treatment and Research Institute for Autism Spectrum Disorders, and the Association of Zoos and Aquariums. Researchers will create and investigate the extent and ways in which a research-informed framework and associated tools (i.e. case studies, discussion guides, self-guided audits, etc.) and strategies support science learning for autistic individuals, and help practitioners expand access and inclusion of autistic audiences beyond special events or the general visit experience by applying inclusive practices for programs, exhibit development, internships, volunteer opportunities, and employment. To maximize impact, the project will develop and expand a network of early adopters to build a community of practice around inclusive practices to develop fully inclusive zoo and aquarium experiences for all individuals.

The project will investigate 4 research questions: (1) In what ways and to what extent are zoos and aquariums currently addressing access and inclusion for autistic individuals? (2) How do staff in zoos and aquariums perceive their and their institution’s willingness and ability to address access and inclusion for autistic individuals? (3) What is a framework of evidence-based practices across the zoo and aquarium experience that is inclusive for autistic individuals, and what associated tools and strategies are needed to make the framework useful for early adopters? And (4) to what extent and in what ways does a research informed framework with associated tools and strategies engage, support, and enhance an existing community of practitioners already dedicated to addressing autistic audiences and promote inclusive practices at zoos and aquariums for autistic people? The project is designed as two phases: (1) the research and development of a framework of inclusive practices and tools for supporting autistic individuals and (2) expanding a network of early adopters to build a community of practice around inclusive practices and an overall strategy of implementation. The framework will be informed through a state of the field study across the zoo/aquarium field that includes a landscape study and needs assessment as well as a review of literature that synthesizes existing research across disciplines for developing inclusive practices for autistic individuals in zoos and aquariums. The team will also conduct online surveys and focus groups to gather input from various stakeholders including zoo and aquarium employees and practitioners, autistic individuals, and their social groups (e.g., family members, peers, advocacy organizations). The second phase of the study will focus on sharing the framework and tools with practitioners across the zoo/aquarium field for feedback and reflection to develop an overall strategy for broader implementation and expanding the existing network of zoo and aquarium professionals to build a community of practice dedicated to the comprehensive inclusion of autistic individuals across the full zoo and aquarium experience. The results will be disseminated through conference presentations, scholarly publications, online discussion forums, and collaborative partners’ websites. The project represents one of the first of its kind on autistic audiences within the zoo and aquarium context and is the first to look at the full experience of autistic patrons to zoos and aquariums across programs/events, exhibits, volunteering, internship, and employment opportunities. A process evaluation conducted as part of the project will explore how the approach taken in this project may be more broadly applied in understanding and advancing inclusion for other audiences historically underserved or marginalized by zoos and aquariums.

This Research in Service to Practice project is supported by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Kelly Riedinger Lauren Weaver Amy Rutherford
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 Exhibitions
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.

This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
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TEAM MEMBERS: Kevin Ponto David Gagnon
resource project Exhibitions
Informal STEM learning environments, programs, and policies can be designed to support and promote neurodiversity through inclusive practices. This project will explore the benefits of informal STEM learning for K-12 neurodiverse learners through a systematic review and meta-analysis of extant literature and research grounded in the theory of social model of ability. This framework is an asset-based approach and aims to promote social, cognitive, and physical inclusion, leading to positive outcomes. Using various quantitative and qualitative methodologies, this project endeavors to collect and synthesize the evidence for supporting and enhancing accessibility and inclusiveness in informal STEM learning for K-12 neurodiverse learners. It will explore key features of informal STEM learning and effective, evidence-based strategies to effectively engage children and youth with neurological conditions such as autism spectrum disorder, attention deficit hyperactivity disorder (ADHD), dyslexia, and dyspraxia, in informal STEM learning environments. The findings of this complex synthesis will provide a timely contribution to deeper understanding of supports for neurodiversity while also highlighting areas that inform further research, shifts in practice, and policy.

The systematic review will occur over a two-year period. It will focus on identifying program elements that promote inclusion of children and youth with neurodevelopmental disabilities in informal STEM learning contexts. Specifically, the review will explore two overarching research questions and several sub-research questions:


RQ1. What program elements (teaching and learning variables) in informal STEM learning settings facilitate inclusion of K-12 neurodiverse STEM learners? Sub-RQ1a: What are the overlapping and discrete characteristics of the program elements that facilitate social, cognitive, and physical inclusion?

Sub-RQ1b: In what ways do the program elements that facilitate inclusion vary by informal STEM learning setting?


RQ2: What program elements (teaching and learning variables) in informal STEM learning settings are correlated with benefits for K-12 neurodiverse STEM learners? Sub-RQ2a: What are the overlapping and discrete characteristics of the program elements that correlate with increased STEM identity, self- efficacy, interest in STEM, or STEM learning?

Sub-RQ2b: In what ways do the program elements that correlate with positive results for students vary by informal STEM learning setting? The research synthesis will consider several different types of studies, including research and evaluation; experimental and quasi-experimental designs; quantitative, qualitative, and mixed methods; and implementation studies.




The research team will (a) review all analyses and organize findings to illustrate patterns, factors, and relationships, (b) identify key distinctions and nuances derived from the contexts represented in the literature, and (c) revisit and confirm the strength of evidence for making overall assertions of what works, why, and with whom. The findings will be disseminated in practice briefs, journal articles, the AISL resource center, as well as presentations and materials for researchers, practitioners, and informal STEM leaders. Ultimately, this work will result in a comprehensive synthesis of effective informal STEM learning practices for neurodiverse K-12 learners and identify opportunities for further research and development.

This literature review and meta-analysis 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: Ronda Jenson Kelly Roberts
resource project Exhibitions
The AI behind Virtual Humans Exhibit aims to communicate to the public about the capabilities and impact of artificial intelligence (AI) through AI technologies used in Virtual Humans including facial recognition and natural language processing. AI has and will continue to profoundly impact society in the United States and around the globe. It is important to prepare the nation’s youth and the future workforce with fundamental knowledge of AI. Informal settings, such as museums, offer open and flexible opportunities in helping youth and the general public learn about AI. Virtual Humans provide an ideal vehicle to illustrate many fields of AI, as AI is arguably the science of building intelligence that thinks and acts like humans. Led by a multidisciplinary team of researchers with expertise in AI, learning design, and assessment from the Institute for Creative Technologies at University of Southern California and the Lawrence Hall of Science at University of California, Berkeley, this project will develop a Virtual Human exhibit to engage visitors through structured conversations with a Virtual Human, while showcasing how AI drives the Virtual Human’s behavior behind the scenes. The exhibit will include collaborative learning experiences for visitors such as parent-child, siblings and peers to explore what AI is and is not, what AI is and is not capable of, and what impact it will have on their lives.

The project will investigate three research questions: (1) How can a museum exhibit be designed to engage visitor dyads in collaborative learning about AI? (2) How can complex AI concepts underlying the Virtual Human be communicated in a way that is understandable by the general public? And (3) How does and to what extent the Virtual Human exhibit increase knowledge and reduce misconceptions about AI?

The project leverages existing conversational Virtual Human technology developed through decades of collaborative research in AI, including machine vision, natural language processing, automated reasoning, character animation, and machine learning. Set in the informal setting of a museum, the exhibit will be designed following evidence-based research in Computer Supported Collaborative Learning. The project team will use a mixed methods design, drawing on design-based research methodologies and experimental studies. The research team will conduct analysis of visitor observations and interviews for iterative formative improvement. Randomized experimental studies will be conducted in both lab and naturalistic environments to gauge visitor knowledge about AI. Quasi-experimental analyses will be performed to study the relationship between engagement with exhibit features and AI knowledge. The project will produce an interactive exhibit with a Virtual Human installed at the Lawrence Hall of Science and other participating museums, and instruments to measure AI learning. The project will also produce a website where visitors can experience parts of the exhibit online and continue more in-depth learning about AI and the Virtual Human technology. The project holds the potential for producing theoretical and practical advances in helping the general public develop an understanding of AI capability and ethics, advancing knowledge in the process through which young learners develop knowledge about AI, and formulating design principles for creating collaborative learning experiences in informal settings. The results will be disseminated through conference presentations, scholarly publications, and social media. The Virtual Human exhibit will be designed for dissemination and made available for installations at informal science education communities.
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TEAM MEMBERS: Ning Wang eric greenwald Ari Krakowski
resource project Exhibitions
Recent studies have advocated for a shift toward educational practices that involve learners in actively contributing to science, technology, engineering, and mathematics (STEM) as a shared and public endeavor, rather than limiting their involvement to the construction of previously established knowledge. Prioritizing learners’ agency in deciding what is worth knowing and how learning takes place may create more equitable and inclusive learning experiences by centering the knowledge, cultural practices, and social interactions that motivate learning for people across ages, genders, and backgrounds. In informal learning environments, families’ social interactions are critical avenues for STEM learning, and science centers and museums have developed strategies for prompting families’ sustained engagement and conversation at STEM exhibits. However, exhibits often guide visitors’ exploration toward predetermined insights, constraining the ways that families can interact with STEM content, and neglecting opportunities to tap into their prior knowledge. Practices in the maker movement that emphasize skill-building and creative expression, and participatory practices in museums that invite visitors to contribute to exhibits in consequential ways both have the potential to reframe STEM learning as an ongoing, social process that welcomes diverse perspectives. Yet little is known about how these practices can be scaled, and how families themselves respond to these efforts, particularly for the diverse family audiences that science centers and museums aim to serve. Further, although gender and ethnicity both affect learning in informal settings, studies often separate participants along a single dimension, obscuring important nuances in families’ experiences. By addressing these outstanding questions, this research responds to the goals of the Advancing Informal STEM Learning (AISL) program, which seeks to advance evidence-based understanding of the design and development of STEM learning opportunities for the public in informal environments. This includes providing multiple pathways for broadening engagement in STEM learning experiences and advancing innovative research on STEM learning in informal environments.

Research will address (1) how families perceive and act on their collective epistemic agency while exploring STEM exhibits (i.e., how they work together to negotiate and pursue their own learning goals); (2) whether and how families’ expressions of agency are influenced by gender and ethnicity; and (3) what exhibit design features support expressions of agency for the broadest possible audience. Research studies will use interviews and observational case studies at a range of exhibits with distinct affordances to examine families’ epistemic agency as a shared, social practice. Cultural historical activity theory and intersectional approaches will guide qualitative analyses of families’ activities as systems that are mediated by the physical environment and social setting. Education activities will involve an ongoing collaboration between researchers, exhibit designers, educators, and facilitators (high-school and college-level floor staff), using a Change Laboratory model. The group will use emerging findings from the research to create a reflection tool to guide the development of more inclusive learning experiences at STEM exhibits, and a set of design principles for supporting families’ expressions of agency. A longitudinal ethnographic study will document the development of inclusive exhibit design practices throughout the project as well as how the Change Lab participants develop their sociocultural perspectives on learning and exhibit design over time. Analyzing these shifts in practice within the Change Lab will provide a deeper understanding of what works and what is difficult or does not occur when working toward infrastructure change in museums. By considering how multiple aspects of families’ identities shape their learning experiences, this work will generate evidence-based recommendations to help science centers and museums develop more inclusive practices that foster a sense of ownership over the learning process for the broadest possible audience of families.
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TEAM MEMBERS: Susan Letourneau
resource research Public Programs
Reframing engineering activities to emphasize the needs of others has the potential to strengthen engineering practices like problem scoping, while also providing more inclusive and socially relevant entry points into engineering problems. In a three-year design-based research project, we developed novel strategies for adding narratives to engineering activities to deepen girls’ engagement in engineering practices by evoking empathy for the users of their designs. In this article, we describe a set of hands-on engineering activities developed through iterative development and testing with 190
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resource research Public Programs
Using a design-based research approach, we studied ways to advance opportunities for children and families to engage in engineering design practices in an informal educational setting. 213 families with 5–11-year-old children were observed as they visited a tinkering exhibit at a children’s museum during one of three iterations of a program posing an engineering design challenge. Children’s narrative reflections about their experience were recorded immediately after tinkering. Across iterations of the program, changes to the exhibit design and facilitation provided by museum staff corresponded
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TEAM MEMBERS: Maria Marcus Diana Acosta Pirko Tougu David Uttal Catherine Haden