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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 project Exhibitions
The Mississippi Children’s Museum will complete WonderBox, a 1,500 square foot-STEAM exhibit in the museum’s existing arts gallery. WonderBox will address a critical need in Mississippi for increased education in STEAM subjects during elementary grades—particularly for those individuals who are underserved and lack adequate access to resources. Through the proposed exhibit area and programming, children from all backgrounds will explore topics such as design, art, coding, robotics, engineering, and circuitry. It will encourage active exploration and inquiry-based learning while facilitating parent/caregiver interaction with hands-on activities and guided conversations that will inspire children to design, create, and invent. Additionally, the gallery will offer children opportunities to interact with concepts from industries that are vital to Mississippi’s economy in an environment that encourages innovation and creative problem solving.
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TEAM MEMBERS: Susan Easom Garrard
resource project Professional Development, Conferences, and Networks
Data science is ever-present in modern life. The need to learn with and about data science is becoming increasingly important in a world where the quantity of data is constantly growing, where one’s own data are often being harvested and marketed, where data science career opportunities are rapidly increasing, and where understanding statistics, data sources, and data representation is integral to understanding STEM and the world around us. Museums have the opportunity to play a critical role in introducing the public to data science concepts in ways that center personal relevance, social connections and collaborative learning. However, data science and statistics are difficult concepts to distill and provide meaningful engagement with during the brief learning experiences typical to science museums. This Pilot and Feasibility study brings together data scientists, data science educators, and museum exhibit designers to consider these questions:


What are the important data science concepts for the public to explore and understand in museum exhibits?
How can museum exhibits be designed to support visitors with diverse backgrounds and experiences to engage with these data science concepts?
What principles can shape these designs to promote broadening participation in data science specifically and STEM more broadly?



This Pilot and Feasibility project combines multidisciplinary expert convening, feasibility testing, and early exploratory prototyping around the focal topic of data science exhibits. Project partners, TERC, the Museum of Science, Boston, and The Tech Interactive in San Jose will engage in an iterative process to develop a theoretical grounding and practical guidance for museum practitioners. The project will include two convenings, bringing together teams of experts from the fields of data science, data science education and museum exhibit design. Prior to the first convening, an initial literature summary and a survey of convening participants will be conducted, culminating in a preliminary list of big ideas about data science. Periodically, participants will have the opportunity to rank, annotate and expand this list, as a form of ongoing data collection. During the convenings, participants will explore the preliminary list, share related work from the three disciplines, engage with related data science activities in small groups, and work together to build consensus around promising data science topics and approaches for exhibits. Participant evaluation will allow for iterative improvement of the convenings and the capture of missed points or overlooked topics. After each convening, museum partners will create prototypes that respond to the convening conversations. Prototypes will be pilot tested (evaluated) with an intentionally recruited group of families that includes both frequent visitors and those who are less likely to visit the museum; diversity in terms of race, languages and dis/ability will be reflected in selection. Pilot data collection will consist of structured observations and interviews. Results from the first round of prototyping will be shared with convening participants as a way to modify the list of big ideas and to further interrogate the feasibility of communicating these ideas in an exhibit format. Results from the convenings and from both rounds of prototyping will be combined in a guiding document that will be shared on all three partner websites, and more broadly with the informal STEM learning field. The team will also host a workshop for practitioners interested in designing data science exhibits, and present at a conference focused on museum exhibits and their design.
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TEAM MEMBERS: Andee Rubin
resource project Exhibitions
Artificial intelligence (AI) is in many of our everyday activities—from unlocking phones to running Internet searches to parking cars. Yet, most instruction on how AI works is only in computer science courses. The unique role that AI plays in making decisions that affect human lives heightens the need for education approaches that promote public AI literacy. Little research has been done to understand how we can best teach AI in informal learning spaces. This project will engage middle school age youth in learning abouts AI through interaction with museum exhibits in science and technology centers. The exhibits employ embodied interactions and creative making activities that involve textiles, music making, and interactive media. The research will build on three exhibit prototypes that teach about concepts including bias in data in machine learning, AI decision-making processes, and how AI represents knowledge. Female-identifying and Title 1 youth will be recruited as participants during the exhibit design iterations and testing. 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

Researchers will explore two key research questions: 1) How can the design of interactive museum exhibits encourage interest development in and learning about AI among learners without a Computer Science background by using embodiment and creative making? and 2) How do embodied interaction and creative making mediate learning about AI in informal learning environments? The project will take a design-based research approach, iteratively building on existing exhibit prototypes and testing them in-situ with learners. Data sources and modes of analysis will include retrospective surveys to assess interest, content knowledge gain, creativity, learning talk analysis of audio recordings, and coding of embodied movements in video recordings. Learning talk analysis will identify instances of joint sensemaking during naturalistic interactions with our exhibit to reveal connections between sensemaking talk; learners' behaviors and embodied actions during real-time collaborative knowledge building; and outcomes in knowledge, interest, and creativity measures as elicited in retrospective surveys. The final set of exhibits will be rigorously evaluated with over 500 museum visitors. The key contributions of this work will include a set of rigorously tested exhibits, publicly available exhibit designs, a set of design guidelines for developing AI literacy museum exhibits, and an improved understanding of the relationship between AI-related learning and interest development, embodiment, and creativity.
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TEAM MEMBERS: Brian Magerko Duri Long Jessica Roberts
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
resource project Media and Technology
This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.

This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.

This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
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TEAM MEMBERS: Casey Lynch David Feil-Seifer
resource project Exhibitions
The AI behind Virtual Humans Exhibit aims to communicate to the public about the capabilities and impact of artificial intelligence (AI) through AI technologies used in Virtual Humans including facial recognition and natural language processing. AI has and will continue to profoundly impact society in the United States and around the globe. It is important to prepare the nation’s youth and the future workforce with fundamental knowledge of AI. Informal settings, such as museums, offer open and flexible opportunities in helping youth and the general public learn about AI. Virtual Humans provide an ideal vehicle to illustrate many fields of AI, as AI is arguably the science of building intelligence that thinks and acts like humans. Led by a multidisciplinary team of researchers with expertise in AI, learning design, and assessment from the Institute for Creative Technologies at University of Southern California and the Lawrence Hall of Science at University of California, Berkeley, this project will develop a Virtual Human exhibit to engage visitors through structured conversations with a Virtual Human, while showcasing how AI drives the Virtual Human’s behavior behind the scenes. The exhibit will include collaborative learning experiences for visitors such as parent-child, siblings and peers to explore what AI is and is not, what AI is and is not capable of, and what impact it will have on their lives.

The project will investigate three research questions: (1) How can a museum exhibit be designed to engage visitor dyads in collaborative learning about AI? (2) How can complex AI concepts underlying the Virtual Human be communicated in a way that is understandable by the general public? And (3) How does and to what extent the Virtual Human exhibit increase knowledge and reduce misconceptions about AI?

The project leverages existing conversational Virtual Human technology developed through decades of collaborative research in AI, including machine vision, natural language processing, automated reasoning, character animation, and machine learning. Set in the informal setting of a museum, the exhibit will be designed following evidence-based research in Computer Supported Collaborative Learning. The project team will use a mixed methods design, drawing on design-based research methodologies and experimental studies. The research team will conduct analysis of visitor observations and interviews for iterative formative improvement. Randomized experimental studies will be conducted in both lab and naturalistic environments to gauge visitor knowledge about AI. Quasi-experimental analyses will be performed to study the relationship between engagement with exhibit features and AI knowledge. The project will produce an interactive exhibit with a Virtual Human installed at the Lawrence Hall of Science and other participating museums, and instruments to measure AI learning. The project will also produce a website where visitors can experience parts of the exhibit online and continue more in-depth learning about AI and the Virtual Human technology. The project holds the potential for producing theoretical and practical advances in helping the general public develop an understanding of AI capability and ethics, advancing knowledge in the process through which young learners develop knowledge about AI, and formulating design principles for creating collaborative learning experiences in informal settings. The results will be disseminated through conference presentations, scholarly publications, and social media. The Virtual Human exhibit will be designed for dissemination and made available for installations at informal science education communities.
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TEAM MEMBERS: Ning Wang eric greenwald Ari Krakowski
resource project Media and Technology
Implementation of a permanent exhibition, on-line content, educational materials, and public programs exploring the history and cultural impact of video games.

Through the design, fabrication, and implementation of a 24,000-sq. ft. permanent, long-term gallery—tentatively entitled Digital Worlds—The Strong National Museum of Play will explore and share the history, influence, and experience of video games as they relate to culture, storytelling, human development, and the broader evolution of play. This gallery, the centerpiece of a transformational museum expansion, will include complementary and cohesive interactive exhibit spaces that showcase the history of video games through: (1) display of rare and unique historical artifacts; (2) use of multiple media formats that allow guests to discover the history of video games and their impact on society and culture; and (3) inclusion of one-of-a-kind interactive experiences that bring the history, art, and narrative structures of video games to life.
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TEAM MEMBERS: Jon-Paul Dyson
resource evaluation Media and Technology
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
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resource project Public Programs
Historic art objects provide a collection of materials that have been naturally aged for decades or even centuries. In addition to the intrinsic archival value of these materials, they are also models for understanding property degradation over long periods of time. This project aims to develop computational and experimental tools needed to understand how these changes take place. To accomplish this task a research network has been established between Northwestern University and leaders in cultural heritage science from the Rijksmuseum and the University of Amsterdam in the Netherlands, the National Research Council in Italy, and the Synchrotron Soleil in France. This new infrastructure promises to deliver a significant enhancement of research and education resources (networks, partnership and increased access to facilities and instrumentation) to a diverse group of users. The art objects central to the project provide a series of well-defined case studies for investigating complex materials systems that are both applicable to materials education and push the limits of the existing analytical tools, thus inspiring instrumental innovations across broad sectors of the physical sciences. Further development of these tools will enable art conservators to more effectively make informed decisions about treatments of works of art, and to understand long-term materials degradation more generally. The project will also deliver a significant enhancement of research and education infrastructure by a diverse group of users and will provide meaningful, international research experience to 50 participants, with a strong emphasis on scientists at the beginning of their careers. In addition, the connections between science and art will illustrate the creative aspects of both disciplines to a very broad audience, attracting a more representative cross section of people into science.
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TEAM MEMBERS: Kenneth Shull Francesca Casadio Oliver Cossairt Aggelos Katsaggelos Marc Walton
resource research Exhibitions
The data collection procedure and process is one of the most critical components in a research study that affects the findings. Problems in data collection may directly influence the findings, and consequently, may lead to questionable inferences. Despite the challenges in data collection, this study provides insights for STEM education researchers and practitioners on effective data collection, in order to ensure that the data is useful for answering questions posed by research. Our engineering education research study was a part of a three-year, NSF funded project implemented in the Midwest
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TEAM MEMBERS: Ibrahim Yeter Anastasia Marie Rynearson Hoda Ehsan Annwesa Dasgupta Barbara Fagundes Muhsin Meneske Monica Cardella
resource research Exhibitions
Integrating science, technology, engineering, and mathematics (STEM) subjects in pre-college settings is seen as critical in providing opportunities for children to develop knowledge, skills, and interests in these subjects and the associated critical thinking skills. More recently computational thinking (CT) has been called out as an equally important topic to emphasize among pre-college students. The authors of this paper began an integrated STEM+CT project three years ago to explore integrating these subjects through a science center exhibit and a curriculum for 5-8 year old students. We
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TEAM MEMBERS: Morgan Hynes Monica Cardella Tamara Moore Sean Brophy Senay Purzer Kristina Tank Muhsin Meneske Ibrahim Yeter Hoda Ehsan