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resource project Exhibitions
History Colorado (HC) conducted an NSF AISL Innovations in Development project known as Ute STEM.
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TEAM MEMBERS: Elizabeth Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project Exhibitions
The Habitot Children's Museum will renovate its Rocketship and Mission Control exhibition to increase functionality, making it more accessible and interactive for parents, caregivers, and children. With input from the community and a professional advisory group of museum professionals, early learning specialists, space scientists and parents, the museum will refurbish, update, and improve exhibition access for children with special needs by completing previously identified universal design requirements; adding interactive components that support young children's need for open-ended, play-based experiences to build strong STEM learning foundations; and addressing adult visitors' needs to have defined roles in exhibition spaces to better engage with their children. A customized, observation-based evaluation tool will be used to measure the identified project outcomes.
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TEAM MEMBERS: Gina Moreland
resource project Exhibitions
NASA@ My Library is made possible through the support of the National Aeronautics and Space Administration (NASA) Science Mission Directorate as part of its Science Activation program. The project is led by the National Center for Interactive Learning (NCIL) at the Space Science Institute (SSI) in partnership with the American Library Association (ALA) Public Programs Office, Lunar and Planetary Institute (LPI), and Education Development Center (EDC). From 2016-2020, 78 public libraries (75 partner libraries and 3 pilot libraries), 18 State Library Agencies, 6 Portal to the Public Network sites, and 30 NASA-funded scientists participated in the project. More than 225,000 library patrons were reached through their efforts.

In 2021-2022, public libraries, universities, and state library agencies will participate in the project to increase and enhance STEAM learning opportunities in their communities, with an emphasis on reaching audiences underrepresented in STEM education and professions. 
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TEAM MEMBERS: Keliann LaConte Paul Dusenbery Anne Holland James Harold Melanie Welch Lainie Castle Christine Shupla Jessica Santascoy Ginger Fitzhugh
resource research Public Programs
There is a vein of democratic idealism in the work of science museums. It is less about political democracy than epistemological democracy. As a one-time museum educator and a researcher who studies science museums, I have always thought of it in terms of an unspoken two-part motto: “see for yourself–know for yourself.” Although this strain of idealism has remained constant throughout the history of science museums, it has been interpreted differently in different eras, responding (in part) to the social upheavals of the day. In the late 1960s, for example, a new generation of self-described
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TEAM MEMBERS: Noah Weeth Feinstein
resource project Media and Technology
The goal of this project is to promote informal STEM education in polar research through a novel interactive learning display that uses virtual and augmented reality technology. A new display system will be developed that combines the successful techniques of touch-enabled tabletop displays with new low-cost, head-mounted display technology to deliver an immersive 3D learning experience for the IceCube Neutrino Detection system located at the South Pole. The system will provide new means for engaging the public in learning about the IceCube Neutrino Dectection system and the challenges of Antarctic research.

The proposal relies on collaboration between three groups on the University of Wisconsin- Madison campus, including the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Games Learning Society (GLS). Once developed, the display system will be installed at the Wisconsin Institutes for Discovery Town Center, a public space that attracts close to 50,000 people per year. This proposal was submitted as an Exploratory Pathways proposal, meaning that it represents a chance to establish the basis for future research, design, and development of innovations or approaches. Outcomes from this project will inform the PIs of how best to extend the system to add more 3D environments for other research locations in Antarctica. The system will be implemented in an extensible fashion so that a user can select from one of several Antarctic research station locations, not just IceCube, from the main menu of the system and suddenly be immersed in a 3D world that seeks to teach users about polar research at that location. Contents of the interactive learning display will be translated into Spanish, and users will be able to choose which language they want to use. Evaluations of the system will also inform designers about how these museum-type systems impact learning outcomes for the general public.

This project was submitted to the Advancing Informal STEM Learning (AISL) program, but will be funded by the Division of Polar Programs. AISL 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: Kevin Ponto
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 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
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 research Public Programs
Marked by the diversity of initiatives linking science and art and by new presentation formats, the 15th Congress of the Network for Popularisation of Science and Technology in Latin America and the Caribbean (RedPOP) saw heated debates on science, culture, politics and society. Between 21st and 25th August, it brought together in Buenos Aires (Argentina) about 400 participants from 14 countries in order to share new visions, initiatives and research work in science communication. During the event, which included a vast cultural programme, a series of challenges were raised for the future
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TEAM MEMBERS: Carla Almeida
resource project Games, Simulations, and Interactives
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 proposed project broadens the utility of Public Participation in Scientific Research (PPSR) approaches, which include citizen science, to support new angles in informal learning. It also extends previous work on interactive data visualizations in museums to encompass an element of active contribution to scientific data. To achieve these goals, this project will develop and research U!Scientist (pronounced `You, Scientist!')--a novel approach to using citizen science and learning research-based technology to engage museum visitors in learning about the process of science, shaping attitudes towards science, and science identity development. Through the U!Scientist multi-touch tabletop exhibit, visitors will: (1) interact with scientific data, (2) provide interpretations of data for direct use by scientists, (3) make statements based on evidence, and (4) visualize how their data classifications contribute to globe-spanning research projects. Visitors will also get to experience the process of science, gaining efficacy and confidence through these carefully designed interactions. This project brings together Zooniverse, experts in interactive design and learning based on large data visualizations in museums, and leaders in visitor experience and learning in science museums. Over fifty thousand museum visitors are expected to interact annually with U!Scientist through this effort. This impact will be multiplied by packaging the open-source platform so that others can easily instantiate U!Scientist at their institution.

The U!Scientist exhibit development process will follow rapid iterations of design, implementation, and revision driven by evaluation of experiences with museum visitors. It will involve close collaboration between specialists in computer science, human-computer interaction and educational design, informal science learning experts, and museum practitioners. The summative evaluation will be based on shadowing observations, U!Scientist and Zooniverse.org logfiles (i.e., automated collection of user behavior metrics), and surveys. Three key questions will be addressed through this effort: Q1) Will visitors participate in PPSR activities (via the U!Scientist touch table exhibit) on the museum floor, despite all the distractions and other learning opportunities competing for their attention? If so, who engages, for how long, and in what group configurations? Q2) If visitors do participate, will they re-engage with the content after the museum visit (i.e., continue on to Zooniverse.org)? Q3) Does engaging in PPSR via the touch table exhibit--with or without continued engagement in Zooniverse.org after the museum visit--lead to learning gains, improved understanding of the nature of science, improved attitudes towards science, and/or science identity development?
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TEAM MEMBERS: Laura Trouille Sarah Cole Becky Rother
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
This one-year Collaborative Planning project seeks to bring together an interdisciplinary planning team of informal and formal STEM educators, researchers, scientists, community, and policy experts to identify the elements, activities, and community relationships necessary to cultivate and sustain a thriving regional early childhood (ages 3-6) STEM ecosystem. Based in Southeast San Diego, planning and research will focus on understanding the needs and interests of young Latino dual language learners from low income homes, as well as identify regional assets (e.g., museums, afterschool programs, universities, schools) that could coalesce efforts to systematically increase access to developmentally appropriate informal STEM activities and resources, particularly those focused on engineering and computational thinking. This project has the potential to enhance the infrastructure of early STEM education by providing a model for the planning and development of early childhood focused coalitions around the topic of STEM learning and engagement. In addition, identifying how to bridge STEM learning experiences between home, pre-k learning environments, and formal school addresses a longstanding challenge of sustaining STEM skills as young children transition between environments. The planning process will use an iterative mixed-methods approach to develop both qualitative and quantitative and data. Specific planning strategies include the use of group facilitation techniques such as World Café, graphic recording, and live polling. Planning outcomes include: 1) a literature review on STEM ecosystems; 2) an Early Childhood STEM Community Asset Map of southeast San Diego; 3) a set of proposed design principles for identifying and creating early childhood STEM ecosystems in low income communities; and 4) a theory of action that could guide future design and research. This 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.
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TEAM MEMBERS: Ida Rose Florez