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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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resource project Exhibitions
To build understanding of the essential needs involved in human exploration on Mars, the museum will create the Build a Mars Habitat – Survive and Thrive exhibit which allows museum visitors, especially school field trips and families with children in grades 4-8, to design and construct their own imaginary habitat for successful living on Mars using interchangeable building pieces. This would be designed to appeal particularly to girls, be accessible to audiences using a universal design approach, and be understood by Spanish-language visitors. Partnerships include the National Informal STEM Education Network (NISENet), NASA Ames Research Center, and NASA Marshall Space Flight Center. The project team will also develop professional development materials for both facilitated and unfacilitated experiences to accompany the exhibit. This immersive experience augments the existing “Sun, Earth, Universe” exhibit that was recently distributed to 52 science and children’s museums across the U.S. by NISENet, collectively reporting attendance of over 10 million visitors per year. The exhibition serves as a platform for scientists and museum staff and volunteers to engage visitors with additional facilitated educational programming and hands-on experiences. Anticipated STEM learning outcomes include audience’s increased interest and positive attitudes towards learning about space exploration, increase in informal education professionals’ capacity to engage public audiences in space exploration, and strengthened partnerships among NASA and museums.
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TEAM MEMBERS: Ethan Kruszka Catherine McCarthy
resource project Public Programs
For many youth, gaining access to quality STEM (science, technology, engineering mathematics) experiences is a challenge. Inequity and underrepresentation of youth of color in STEM persist. The makerspace movement holds great promise in broadening participation in STEM among youth from underrepresented communities. Makerspaces are defined as collaborative workspaces inside a library, school, or other community location designed for creating, learning, exploring, and sharing with high- to low-tech tools. Despite the availability of making programs focused on STEM activities targeted towards youth of color, the field has few models for designing these programs in ways that build upon youths’ cultural assets and desires for making. Working collaboratively with youth, families, and maker educators in Lansing, Michigan, and Greensboro, North Carolina, this project aims to deepen the field’s understanding about the rich and deep ingenuity in STEM-based making that youth from underrepresented communities can engage. These insights will be leveraged towards advancing community-based maker programming across four community-based makerspaces. The project will also build capacity among STEM-oriented maker educators, researchers, and youth. This model is important because the voices and perspectives of families and communities have been largely absent from the formative knowledge and theory-building processes of the field of makerspace education.

This project will build new knowledge about how and why youth and families make at home, in communities, and in STEM-based maker programs. Collaborators for the project include the University of Michigan, the University of North Carolina at Greensboro, and four STEM- and youth-oriented making spaces in Lansing, Michigan, and Greensboro, North Carolina. This project will take place in two phases, exploring two main research questions: 1) What are the learning results of making at home and in the community? And 2) How do youth organize community resources for sustained STEM making, and what facilitates or hinders such organization? Phase one investigates the community resources (people, tools, materials, knowledge, data, and spaces) youth leverage towards making and how they do so across time. The project will study how youth connect these resources to STEM-rich making and what youth and families learn in the process. In phase two, design-based research will be used to apply phase one insights to the design of community-based STEM-rich maker programs in four maker clubs in Michigan and North Carolina. This work will develop an understanding of youths’ family and community-based STEM-based making practices, including the community resources (people, tools, materials, knowledge, data, and spaces) that youth leverage.

This Research in Service to Practice 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.
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resource project Public Programs
To reach its full potential in science, technology, engineering, and mathematics (STEM), the United States must continue to recruit, prepare and maintain a diverse STEM workforce. Much work has been done in this regard. Yet, underrepresentation in STEM fields persists and is especially pronounced for Hispanic STEM professionals. The Hispanic community is the youngest and fastest growing racial/ethnic group in the United States but comprises only seven percent of the STEM workforce. More evidence-based solutions and innovative approaches are required. This project endeavors to address the challenges of underrepresentation in STEM, especially among individuals of Hispanic descent, through an innovative approach. The University of San Diego will design, develop, implement, and test a multilayered STEM learning approach specific to STEM learning and workforce development in STEM fields targeting Hispanic youth. The STEM World of Work project will explore youth STEM identity through three mechanisms: (1) an assessment of their individual interests, strengths, and values, (2) exposure to an array of viable STEM careers, and (3) engagement in rigorous hands-on STEM activities. The project centers on a youth summer STEM enrichment program and a series of follow-up booster sessions delivered during the academic year in informal contexts to promote family engagement. Paramount to this work is the core focus on San Diego's Five Priority Workforce Sectors: Advanced Manufacturing, Information and Communications Technology, Clean Energy, Healthcare, and Biotech. Few, if any, existing projects in the Advancing Informal STEM learning portfolio have explored the potential connections between these five priority workforce sectors, informal STEM learning, and identity among predominately Hispanic youth and families engaged in a year-long, culturally responsive STEM learning and workforce focused program. If successful, the model could provide a template for the facilitation of similar efforts in the future.

The STEM World of Work project will use a mixed-methods, exploratory research design to better understand the variables influencing STEM learning and academic and career choices within the proposed context. The research questions will explore: (1) the impacts of the project on students' engagement, STEM identity, STEM motivation, and academic outcomes, (2) factors that moderate these outcomes, and (3) the impact the model has on influencing youths' personal goals and career choices. Data will be garnered through cross-sectional and longitudinal surveys and reflective focus groups with the students and their parents/guardians. Multivariate analysis of variance, longitudinal modeling, and qualitative analysis will be conducted to analyze and report the data. The findings will be disseminated using a variety of methods and platforms. The broader impacts of the findings and work are expected to extend well beyond the project team, graduate student mentors, project partners, and the estimated 120 middle school students and their families from the predominately Hispanic Chula Vista Community of San Diego who will be directly impacted by the project.

This exploratory pathways project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Perla Myers Vitaliy Popov Odesma Dalrymple Yaoran Li Joi Spencer
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 project Public Programs
The Free Library of Philadelphia Foundation will create on-the-floor makerspaces in libraries in underserved neighborhoods in North Philadelphia. These spaces will help local residents of all ages to gain access to technology and participatory education, and encourage creative applications and collaborative projects. Mentors will guide multigenerational community members as they create cross-disciplinary, interest-driven electronic art projects; build interest and knowledge in STEAM (Science, Technology, Engineering, Art, and Mathematics), and use tools and skills to create and share artifacts that reflect their identities and communities. Through the act of making, participants of all ages will have the opportunity to design meaningful digital and physical objects that capture the richness and diversity of their neighborhoods. These place-based, interest-driven, and mentor-guided makerspaces will provide a replicable, scalable model for libraries and museums nationally.
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TEAM MEMBERS: Siobhan Reardon