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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Bob Hirshon Monae Verbeke Suzanne Thurston
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 research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource evaluation Media and Technology
PLUM LANDING a digital media PBS Kids series that is designed to motivate six- to nine-year-old children to investigate the natural world. Content developers from WGBH Boston and researchers from the Education Development Center (EDC) used an iterative research and design process to create the Plum Landing Explore Outdoors Toolkit. The Toolkit includes digital media resources (animated stories, live-action videos, an online badging system, a digital game, and an app for families), hands-on science activities, and support materials for parents, caregivers, educators, and program directors to
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resource evaluation Media and Technology
PLUM LANDING a digital media PBS Kids series that is designed to motivate six- to nine-year-old children to investigate the natural world. Content developers from WGBH Boston and researchers from the Education Development Center (EDC) used an iterative research and design process to create the Plum Landing Explore Outdoors Toolkit. The Toolkit includes digital media resources (animated stories, live-action videos, an online badging system, a digital game, and an app for families), hands-on science activities, and support materials for parents, caregivers, educators, and program directors to
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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 resources for use in a variety of settings. This Innovations in Development project addresses the need to broaden girls' participation in STEM studies and career pathways. While women make up 47% of the U.S. workforce, they hold only 28.3% of STEM jobs and only 1 in 10 employed engineers and scientists are minority women. Girls of low socioeconomic status start losing interest and confidence in STEM during middle school, and this decline often continues as girls get older. Multiple sociocultural barriers contribute to girl's loss of confidence including gender and ethnic stereotypes; lack of culturally responsive programming; limited exposure to women role models; and few or no hands-on STEM experiences. This project builds upon the success of SciGirls, the PBS television show and national outreach program, which provides professional development on research-based gender equitable and culturally responsive teaching strategies designed to engage girls in STEM. It is a collaboration between Twin Cities Public Television, the Cornell Lab of Ornithology, and the National Park Service. The project's goal is to create media-rich citizen science experiences for girls, particularly girls of color and/or from rural areas, which broaden their STEM participation, build positive STEM identities and increase girls' understanding of scientific concepts, while leveraging citizen science engagement at national parks. Project deliverables include 1) creating five new PBS SciGirls episodes that feature real girls working with women mentors in 16 National Parks, 2) producing five new role model videos of women National Park Service STEM professionals, nationally disseminated on multiple PBS platforms, 3) providing professional development for educators and role models. This project will increase access to STEM education for girls of color and/or from rural areas, inspiring and preparing them for future STEM workforce participation. It will build the capacity of educators and National Park Service women role models to create educational and professional programs that are welcoming to girls of varying racial, ethnic, socioeconomic, and geographic backgrounds. SciGirls' massive reach to diverse audiences via PBS broadcast and multiple PBS digital platforms will amplify public scientific literacy, particularly for 21st- century audiences that connect, learn and live online.

The research study conducted by the Cornell Lab of Ornithology will address these questions: 1) To what extent does the use of culturally responsive and gender equitable multimedia in citizen science programming affect girls' learning outcomes, and contribute to the development of positive STEM identity' 2) how will their experiencing citizen science in the parks influence girls' connection to nature? At the beginning of the project all participating girls (n=160) will complete a survey on their interest in science, efficacy for doing science, and knowledge of citizen science and project-specific subject matter. Researchers will use the suite of DEVISE instruments most of which have been validated for youth to measure these constructs. To measure connection to nature, researchers will use the Connection to Nature Index, a scale developed for children. Interviews with the girls will be used to obtain qualitative data to supplement the survey data. Pre-post data will be analyzed to determine the influence of the culturally responsive media and experiences on girls' STEM identities. Researchers will share findings with the project evaluator to triangulate data between educators' implementation of the strategies and girls' learning outcome providing a more holistic picture of the overall program.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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resource research Media and Technology
Identifying private gardens in the U.K. as key sites of environmental engagement, we look at how a longer-term online citizen science programme facilitated the development of new and personal attachments of nature. These were visible through new or renewed interest in wildlife-friendly gardening practices and attitudinal shifts in a large proportion of its participants. Qualitative and quantitative data, collected via interviews, focus groups, surveys and logging of user behaviours, revealed that cultivating a fascination with species identification was key to both ‘helping nature’ and wider
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TEAM MEMBERS: Nirwan Sharma Sam Greaves Advaith Siddharthan Helen Anderson Annie Robinson Laura Colucci-Gray Agung Toto Wibowo Helen Bostock Andrew Salisbury Stuart Roberts David Slawson René van der Wal
resource research Media and Technology
The Signing Glossaries are six new apps researched and developed for families with at least one member who is deaf and hard of hearing. Each glossary provides access to thousands of signed terms and definitions encountered in visits to aquariums, botanical gardens, natural history museums, nature centers, science museums, and zoos. Deaf and hard of hearing children typically have literacy levels that lag behind those of their hearing peers, making access to captions, labels, instructions, and information difficult. This, in combination with a lack of interpreters to sign material for them
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TEAM MEMBERS: Judy Vesel
resource research Media and Technology
"PLUM RX: Researching a new pathway for bringing active science exploration to urban families" is a project that makes use of public media resources to create innovative opportunities to bring environmental science learning to the hard-to-reach audience of urban families. As part of this project, media producers at WGBH and researchers at EDC worked together to: (1) develop a new pathway for bringing active environmental science exploration to urban families with children ages 6-9; (2) expand PLUM LANDING’s media assets to support urban families and informal educators when engaging in
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TEAM MEMBERS: Marisa Wolsky Mary Haggerty Jessica Andrews Marion Goldstein Lauren Bates Jamie Kynn Elizabeth Pierson Lisa Famularo Kelley Durham
resource research Media and Technology
This report looks across multiple phases of work to discuss the PLUM Rx project’s contribution to broader knowledge about supporting children’s active, outdoor science exploration in informal, urban settings. The PLUM LANDING Explore Outdoors Toolkit that resulted from this work is designed for use by outdoor prescription programs and a broad range of informal education programs serving urban children and families. This report describes (1) the rationale for the design principles that guided Toolkit development, (2) the Toolkit components developed in accordance with the design principles; and
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TEAM MEMBERS: Marisa Wolsky Mary Haggerty Jessica Andrews Marion Goldstein Lisa Famularo Jamie Kynn Elizabeth Pierson
resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Media and Technology
This 2-year program will advance the way informal ocean science education institutions reach underserved/underrepresented families by facilitating and formalizing relationships between informal science education centers and community based organizations. Project teams in five New England communities will collaborate to create a practicable, outdoor ocean-science learning experience specifically designed for families in their shared service area. Building on a needs assessment produced through target-audience focus groups, the program will combine coastal field experiences with web-based interactive and participatory learning activities developed and tested by the Encyclopedia of Life (EOL; www.eol.org/) and the Northeast Regional Association for Coastal and Ocean Observing Systems (NERACOOS) to support in-field and ongoing learning. Science content will be informed and vetted by NOAA research scientists and work between the science centers and community organizations will be professionally facilitated. Formats and effectiveness will be evaluated by external evaluators and revised throughout the project.
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TEAM MEMBERS: Wendy Lull