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resource project Resource Centers and Networks
Physical science and engineering remain the least diverse of all STEM fields---with regard to women, underrepresented minorities, and persons with disabilities---across all levels of STEM education and training. SCI-STEPS is an NSF INCLUDES Design and Development Launch Pilot that will address this persistent challenge by developing a complete end-to-end pipeline (or system of pathways) from the beginning of college to the PhD, and then into the workforce. Many isolated efforts to broaden participation have shown promise, but they have not produced big enough impact. SCI-STEPS represents a concerted set of coordinated interventions---consciously facilitated, systemically linked, and purposefully disseminated. SCI-STEPS represents a broad regional network among major research universities, Historically Black Colleges and Universities, comprehensive universities, community colleges, national labs, and major scientific organizations. The goal of the network is to ensure that underrepresented individuals in the physical sciences and engineering can get from their starting point in STEM higher education---freshmen at 2-year or 4-year college---through the higher education pathways leading to an appropriate terminal degree and employment in the STEM workforce.

Women, underrepresented minorities, and persons with disabilities collectively represent the majority of college-age individuals entering higher education with an expressed interest in physical science and engineering. A growing body of research indicates that academic and social integration may be even more influential than academic abilities for retention of students. Thus, interventions aimed at stemming the losses of these individuals must ultimately be aimed at changing the system---including unwelcoming institutional climates, racial/ethnic/gender stereotyping, a lack of mentors with whom to identify, and evaluation methods that emphasize conformity over individual capabilities---rather than changing the individual. The SCI-STEPS pilot focuses effort on institutional readiness for implementation of best practice interventions at four key junctures: (i) college freshman to sophomore; (ii) undergraduate to graduate; (iii) PhD to postdoc; and (iv) postdoc to workforce.The pilot will proceed in three steps: (1) a planning phase, (2) development of an initial end-to-end pathways model with four Juncture Transition teams, and (3) scale-up of the SCI-STEPS "network of networks" with all initial partners. By addressing these objectives through a collective impact framework and embedded research, this pilot will demonstrate how best-practice interventions at each pathway juncture can be dovetailed and scaled up across a broad range of institutional types and across a large but distinct geographical area. Addressing these objectives will thus also serve to advance Broadening Participation efforts at a national scale, by suggesting the forms of institutional partnerships and best-practices that may inform other alliances in other STEM disciplines and/or different regional areas.
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TEAM MEMBERS: Keivan Stassun Nicole Joseph Kelly Holley-Bockelmann William Robinson Roger Chalkley
resource research Summer and Extended Camps
This article discusses Purdue University's Center for Global Soundscapes' five-day camp program for students with visual impairments. The program follows an inquiry-based learning approach to explore concepts fundamental to soundscape ecology.
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TEAM MEMBERS: Maryam Ghadiri Dante Francomano Kristen Bellisario Bryan Pijanowski
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 Public Programs
A collaboration of TERC, MIT, The Woods Hole Oceanographic Institution and community-based dance centers in Boston, this exploratory project seeks to address two main issues in informal science learning: 1) broadening participation in science by exploring how to expand science access to African-American and Latino youth and 2) augmenting science learning in informal contexts, specifically learning physics in community-based dance sites. Building on the growing field of "embodied learning," the project is an outgrowth in part of activities over the past decade at TERC and MIT that have investigated approaches to linking science, human movement and dance. Research in embodied learning investigates how the whole body, not just the brain, contributes to learning. Such research is exploring the potential impacts on learning in school settings and, in this case, in out of school environments. This project is comprised of two parts, the first being an exploration of how African-American and Latino high school students experience learning in the context of robust informal arts-based learning environments such as community dance studios. In the second phase, the collaborative team will then identify and pilot an intervention that includes principles for embodied learning of science, specifically in physics. This phase will begin with MIT undergraduate and graduate students developing the course before transitioning to the community dance studios. 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.

The goal of this pilot feasibility study is to build resources for science learning environments in which African-American and Latino students can develop identities as people who practice and are engaged in scientific inquiry. Youth will work with choreographers, physicists and educators to embody carefully selected physics topics. The guiding hypothesis is that authentic inquiries into scientific topics and methods through embodied learning approaches can provide rich opportunities for African-American and Latino high school-aged youth to learn key ideas in physics and to strengthen confidence in their ability to become scientists. A design- based research approach will be used, with data being derived from surveys, interviews, observational field notes, video documentation, a case study, and physical artifacts produced by participants. The study will provide the groundwork for producing a set of potential design principles for future projects relating to informal learning contexts, art and science education with African American and Latino youth.
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TEAM MEMBERS: Folashade Cromwell Solomon Tracey Wright Lawrence Pratt
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. The goal of this project is to make 21st century quantum science comprehensible and engaging to non-expert informal adult learners. This project has strong potential to add new knowledge about the public's perception and understanding of quantum physics. This scientific content is often difficult for informal audiences to grasp, and there are relatively few accessible learning resources for a non- professional audience. The development of this online, interactive resource with short animations, graphics, and simulations has strong potential to fill this gap. It will develop a visually driven online resource to engage non-expert audiences in understanding the basics of quantum physics. The web design will be modular, incorporating many multimedia elements and the structure will be flexible allowing for future expansion. All content would be freely available for educational use. There is potential for extensive reach and use of the resources by informal adult learners online as well as learners in museums, science centers, and schools. Project partners are the Joint Quantum Institute at the University of Maryland and the National Institute of Standards and Technology, College Park. An independent evaluation of the project will add new knowledge about informal learners' perceptions and/or knowledge about quantum science and technology. An initial needs assessment via focus groups with the general public will be designed to find out more about what they already know about quantum physics topics and terminology, as well as what they want to know and what formats they prefer (games, simulations, podcasts, etc.). In person user testing will be used with early versions of the project online resource using a structured think-aloud protocol. Later in year 1 and 2, online focus groups with the general public will be conducted to learn what they find engaging and what they learned from the content. Iterative feedback from participants during the formative stage will guide the development of the content and format of the online resources. The Summative Evaluation will gather data using a retrospective post-survey embedded with a pop-up link on the Atlas followed by interviews with a subset of online users. Google Analytics will be used to determine the breadth and depth of their online navigation, what resources they download, and what websites they visit afterward. A post-only survey of undergraduate and graduate students who participated in resource development will focus on changes in students' confidence around their science communication skills and level of quantum physics understanding.
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TEAM MEMBERS: Emily Edwards Curtis Suplee
resource project Professional Development, Conferences, and Networks
Physics awards smaller percentages of PhDs to women (19%) and underrepresented ethnic and racial minorities (7%) than any other field in the sciences, and underrepresentation is especially pronounced at selective universities. As global competition for scientific talent heats up and US demographics shift, cultivating a robust domestic workforce is critical to US technological leadership. We seek to build on the successful American Physical Society Bridge Program (apsbridgeprogram.org) by transforming physics graduate education to fully support the inclusion of women and ethnic and racial minorities. Our vision is to create a national network of disciplinary colleagues, expert researchers, and representatives from professional associations who will develop and build evidence-based knowledge of effective practices for recruitment, admissions, and retention of women and underrepresented ethnic and racial minorities. This pilot project will include six large, highly selective physics graduate programs to demonstrate and map out a plan for a discipline-wide effort. The pilot focuses on improving admissions practices, because this strategy promises immediate and measurable impact backed by extant research. The pilot will also take exploratory steps to develop scalable recruitment and retention strategies. To refine interventions, we will conduct research to identify and understand demographically-based loss points of students in graduate physics programs and to understand how network participation facilitates change. The project will also establish connections with other STEM disciplines, beginning with mathematics and chemistry, to explore expanding these efforts.

This project is grounded in research on diversity in graduate education, organizational learning, and the resources of networks to catalyze cultural change. The project team includes expertise in institutional change, graduate admissions, student success, diverse and inclusive environments, and social science research. The pilot advances a novel research agenda on inclusion in STEM by addressing recruitment, admissions, and retention in physics graduate education as interconnected challenges of faculty learning, professional networks, and disciplinary cultural change. Physics graduate programs will report admissions data and common metrics, and will document changes resulting from project activities. Faculty will be trained on holistic admissions and diversity in selection processes, and be guided in the use of inclusive admissions practices. An external evaluator will examine project effectiveness and readiness for scaling to an Alliance phase project.
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TEAM MEMBERS: Monica Plisch Theodore Hodapp Julie Posselt Geraldine Cochran Casey Miller
resource project Media and Technology
Well-designed educational games represent a promising technology for increasing students interest in and learning of STEM topics such as physics. This project will research how to optimally combine and embed dynamic assessment and adaptive learning supports within an engaging game design to build effective educational games. The project will add enhancements to a physics game called Physics Playground. The general goal of this research is to test a valid methodology that can be used in the design of next-generation learning games. The enhancement of Physics Playground will leverage the popularity of video games to capture and sustain student attention and teach physics to a much broader audience than is currently the case in traditional physics classrooms. To be most effective, this new genre of learning games needs to not only be highly engaging as a game but also to provide real-time assessment and feedback to students; support understanding of science content (i.e.,Newtonian physics); be accessible to beginners; accommodate a range of proficiencies and interests; and support equity. The research will have particular relevance to designers developing other science games and simulation by providing information about the kinds of learning supports and feedback to students are most effective in promoting engagement and learning. The project is supported by the Cyberlearning and Future Learning Technologies Program, which funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively.

The project will systematically develop, test, and evaluate ways to integrate engaging, dynamic learning supports in Physics Playground to teach formal conceptual physics competencies. More generally, the project aims to advance the learning sciences, particularly in the fields of adaptivity and assessment in educational technology. Using a design-based research approach spanning three years, the research team will: (1) develop and test the effectiveness of various learning support features included in the game in Year 1; (2) develop and test an adaptive algorithm to manage the progression of difficulty in game levels in Year 2; and (3) test learning supports and adaptive sequencing in a controlled evaluation study. This research will provide evidence of the instructional effectiveness of an educational game designed using principles of instructional, game, and assessment design. It will advance understanding of the contributions of different kinds of learning supports (e.g., visualizations and explanations) and adaptivity to game-based learning and contribute to the design of next-generation learning games that successfully blur the distinction between assessment and learning. The project will generate research findings that can be incorporated into other types of STEM learning games.
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TEAM MEMBERS: Valerie Shute Russell Almond Fengfeng Ke
resource project Media and Technology
This award supports the production of a longitudinal video documentary of the evolution of Advanced LIGO and will chronicle the most critical and exciting period in the history of gravitational wave science in the past 100 years. LIGO resumed the search for gravitational waves in 2015 with a newly upgraded detector and on September 14, 2015 detected gravitational waves for the first time, astounding not only the scientific community but the entire world. Using footage captured at critical periods between August 2015 and March 2016 during the discovery phase as well as new filming taking place over the next two years, the team will produce films which will impact at least hundreds of thousands of people and possibly many more than that. The goal is to educate, inspire, and motivate. Students at the high school and undergraduate levels may be more inspired to pursue STEM careers after watching scientific vignettes focusing on the exciting science and technology of Advanced LIGO. Scientific historians and sociologists will have the opportunity to use the hundreds of hours of available film clips as a video database to investigate in detail the discovery of gravitational waves as a case study of large scale collaborations ("Big Science"). Videos highlighting the cutting edge technological advances brought about by Advanced LIGO and their impacts on other fields of science and technology may prove effective for educating officials and policy makers on the benefits of fundamental science.

During the course of the project, a series of professionally made video shorts will be produced for the LIGO Laboratory and LSC for education and public outreach purposes through distribution on LIGO Laboratory, LSC web sites, and the LIGO YouTube Channel. Through an extensive series of film shoots, XPLR Productions will work with the LIGO Laboratory and the LIGO Scientific Collaboration (LSC) to capture key moments as LIGO scientists work to achieve Advanced LIGO's design sensitivity and carry out a series of observing runs over the next two years. The team will produce a series of video shorts explaining the important scientific and technological concepts and issues of Advanced LIGO by the scientific experts who create them. In the longer term, footage will used to produce either a feature length documentary film or a twelve-part series on television entitled 'LIGO' chronicling the discovery of gravitational waves and the exploration of exotic high-energy astrophysical phenomena such as colliding black holes. Intended for broad distribution through cinema or television, 'LIGO' will bring science to life for a wide audience.
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TEAM MEMBERS: David Reitze
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
resource project Exhibitions
The Orlando Science Center (OSC) in partnership with BASE Camp Children's Cancer Foundation and the University of Central Florida (UCF) will engage chronically ill children (cancer, sickle-cell, HIV/AIDS, etc.) and other Orlando area youth ages 10-18 who face the greatest educational disparities in NASA-themed Aeronautics, Space Exploration, and Space Science exhibits through a STEM engagement and educator professional development project entitled STEM Satellites: A Mobile Mathematics and Science Initiative for Orlando Metropolitan Area Children's Hospitals. OSC will partner with educational researchers, evaluators, and planetary scientists from the University of Central Florida to create three mobile exhibits for each of the three children's hospitals in the Orlando metropolitan area. Two additional sets of the three mobile carts will be used at OSC and UCF. The three mobile exhibits will be based on the planned NASA missions that the UCF planetary scientists are leading including a Mars-themed exhibit focusing on space exploration, an asteroid-themed exhibit, and an exhibit on microgravity. Each cart will include multiple STEM activities that incorporate NASA data and artifacts from prior NASA missions, UCF planetary science collections, and Kennedy Space Center. OSC will provide professional development and training to BASE Camp volunteers who will supervise the use of the mobile exhibits in the hospitals. These exhibits will provide authentic experiences that mirror current and planned NASA missions at a level that the children can understand. These hands-on and engaging exhibits will not only help motivate children to pursue STEM careers but will also help educate the general public about the exciting and important work that NASA carries out. Providing this level of engaging and authentic STEM activities through the mobile exhibits to this historically underrepresented population is unprecedented.
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TEAM MEMBERS: JoAnn Newman Josh Colwell Brandan Lanman Megan Nickels