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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 research Professional Development, Conferences, and Networks
Informal physics programs are understudied partly due to the broad spectrum of program structures and wide variety of activities. Moreover, the program facilitators hold diverse positions - faculty members at universities, staff members of national labs, and student leaders. In this study, we conduct an in-depth analysis of surveys and interviews from a subset of a national data set. Our goal is to develop and validate a practitioner-focused model of the key organizational components of informal physics programs. Based on the model of The Physics Teacher Education Program Analysis (PTEPA), we
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TEAM MEMBERS: Dena Izadi Bryan Stanley Lily Boyd claudia fracchiolla Kathleen Hinko
resource research Professional Development, Conferences, and Networks
Informal physics programs bring physicists together with youth and adults from local communities to engage with physics content outside of classroom settings. These public engagement or “physics outreach” programs are a significant endeavor of the physics community; however, we lack a systemic documentation of these efforts, which makes it difficult to situate physics education research on individual informal physics programs into a broader narrative. Additionally, informal physics programs have many formats and vary in terms of their audience, content, activities, and resources. It is
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TEAM MEMBERS: Dena Izadi Julia Willison Noah Finkelstein claudia fracchiolla Kathleen Hinko
resource research Professional Development, Conferences, and Networks
In this paper, we take an in-depth look at the physics faculty and student volunteers, which we will refer to as the program personnel, involved in informal physics programs to better understand their roles and responsibilities, their interactions with audiences, and their connectedness with content and activities. Understanding the complexities between programs, personnel, and audiences allows us to look for areas to improve informal physics programs in being inclusive, in being equitable and accessible, in supporting physics students who participate, and in connecting more strongly to the
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TEAM MEMBERS: Bryan Stanley Dena Izadi claudia fracchiolla Kathleen Hinko
resource research Public Programs
This year marks the 50th anniversary of the founding of the Exploratorium, the self-described "museum of science, art and human perception," in San Francisco, California and the 10th anniversary of the launching of the National Research Council/National Academy of Sciences, Engineering and Medicine report Learning Science in Informal Environments: People, Places and Pursuits. The moment offered me an opportunity to reflect on my own professional journey, which began at the Exploratorium, coincided with a growth spurt of field knowledge-building and has included experiences that inform how I
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TEAM MEMBERS: James Bell
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 evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
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 project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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. This project will develop and test intergenerational science media resources for parents that are participating in adult education programs and their young children. The materials will build on the research-based and successful children's television program, Fetch with Ruff Ruffman. The target audience includes parents enrolled in adult education programs who lack a high school diploma or are in English as a Second Language classes. These resources will support parents' engagement in science activities with their children both in the adult education settings as well as at home. Adult and family educators will receive professional development resources and training to support their integration of the parent/child activities. Project partners include the National Center for Families Learning, Kentucky Educational Television, and Alabama Public Television,

The goals of the Ruff Family Science project are to: (1) investigate adult education settings that feature an intergenerational learning model, in order to learn about the unique characteristics of adults and families who are enrolled in these programs; (2) examine the institutional circumstances and educator practices that support joint parent/child engagement in science; (3) iteratively develop new prototype resources meet the priorities and needs of families and educators involved in intergenerational education settings; and (4) develop the knowledge needed to create a fuller set of materials in the future that will motivate and support diverse, low-income parents to investigate science with their children. The research strategy is comprised of three main components: Phase 1: Needs Assessment: Determine key motivations and behaviors common to adult education students who are also parents; surface obstacles and assets inherent in these parents' current practices; and examine the needs and available resources for supplementing parents' current engagement in family science learning. Phase 2: Prototype Development: Iteratively develop two prototype Activity Sets, along with related educator supports and training materials, designed to promote joint parent-child engagement with English and Spanish-speaking families around physical science concepts. Phase 3: Prototype Field Test: Test how the two refined prototype Activity Sets work in different educational settings (adult education, parent education, and parent and child together time). Explore factors that support or impede effective implementation. Sources of data for the study include observations of adult and parent education classes using an expert interview protocol, focus groups, adult and family educator interviews, and parent surveys.
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TEAM MEMBERS: Mary Haggerty Heather Lavigne Jessica Andrews
resource project Professional Development, Conferences, and Networks
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 subject of physics and all of its sub-disciplines are becoming more prevalent in the public press as the research results appear to be quite interesting and important. While the physics discipline has made a Nation-wide effort to acquaint the public with physics knowledge through informal education learning experiences for years, it has not been as successful as the community desires. Thus, this project is aimed to gather all of the informal and outreach physics education efforts that have been attempted in the hope of finding the best practices for learning physics concepts and practices. A compendium will be published to inform future opportunities on how to educate the public through informal and outreach mechanisms. This project is a collaboration between Michigan State University and the University of Colorado. The physics community has a long history of engaging audiences in informal education activities. Physics institutions that facilitate informal programs include university departments, national laboratories and centers, and professional societies and organizations. There is, however, no systemic understanding of how these programs are facilitated, nor an assessment of the collective impact that these programs have on participants. This project will address numerous research questions in the broad areas of Activity Detail, Structural Aspects, and Assessment. Further, their efforts will determine the "who, what, why, where and how" of informal physics offerings, focusing on their facilitation, impact on participants, and the academic and discipline-specific cultures from which these programs originate. The study has several definite research outcomes that will emerge from this methodology: 1) They will produce a survey of the informal efforts of university physics departments, national physics labs and national physics organizations, 2) They will develop a taxonomy of informal physics programs from which we can characterize the landscape of programs, and 3) by investigating both "successful" as well as "failed" or terminated programs, they will develop an understanding of the culture and resources needed to support outreach from these research findings. In addition, they will produce published works that can be utilized by informal practitioners and administrators in physics to examine current programs and guide the development of new programs. With regards to the research questions and framework, the overarching and driving question for this research project is: "What is the landscape of informal physics learning, specifically, of those programs in the United States facilitated by physicists and physics students at academic institutions, national labs and by national physics organizations?" This study will provide a robust understanding of the state of informal physics programs and outreach by physicists in the United States today. Findings will inform practitioners and administrators as to how best to support and design informal physics programming. The results will also have broad implications for other discipline-specific informal STEM programming. The primary data collection methods will be a nationwide survey and interviews with a large sample of informal practitioners from the physics community. Site visits will be conducted with a subset of these programs in order to observe programs in action and to glean insights from university participants, community partners, public, and K-12 audiences.
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TEAM MEMBERS: Kathleen Hinko Noah Finkelstein
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona