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resource research Public Programs
This video presents reflections on SCIENCES: Supporting a Community’s Informal Education Needs—Confidence and Empowerment in STEM. SCIENCES brought together Eden Place Nature Center and the Chicago Zoological Society to collaboratively support environmental conservation and lifelong scientific learning in the Fuller Park neighborhood of Chicago. The SCIENCES project began in 2013 and focused on adapting existing educational programs into a suite of environmentally focused science learning opportunities for professional, student, and public audiences in the Fuller Park neighborhood
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resource research Public Programs
In The Nature of Community: SCIENCES, we share the lessons learned from an innovative partnership designed to leverage the strengths of two nonprofit organizations—a large cultural institution and a smaller, deeply-rooted community-based organization, both of which offer informal science education expertise. You’ll read first-hand reflections of how staff members, community leaders and members, children, and adults experienced this partnership: the expectations, surprises, challenges, successes, and lessons learned. We hope the description of this partnership inspires other organizations to
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resource project Public Programs
Consideration of the needs of individuals with a wide range of disabilities is not always considered in the early design stages of an informal STEM learning (ISL) activity or program. The primary access approach for people with disabilities becomes the provision of accommodations once the ISL product or environment is created. In contrast, the Universal Design approach considers users with a wide range of characteristics throughout the design process and works to create products and environments that are accessible, usable, and inclusive. This project, called AccessISL, led by the University of Washington's DO-IT (Disabilities, Opportunities, Internetworking and Technology) Center and Museology Program, includes an academic museology program and local ISL sites, representing museums, zoos, aquariums, makerspaces, science centers, and other sites of informal STEM learning. Insights will be gained through the engagement of people with disabilities, museology graduate students and faculty, and ISL practitioners. The AccessISL project model, composed of a set of approaches and interventions, builds on existing research and theory in the fields of education science, change management, effective ISL practices, and inclusive design processes. The project will collect evidence of policies and practices (or lack thereof) that improve the inclusiveness of ISL with respect to a wide range of disabilities and considers approaches for the design and development of new strategies; explores what stakeholders need to make change happen; uncovers challenges to the adoption of inclusive practices in public ISL settings and explores ways to overcome them; and proposes relevant content that might be included in museology curriculum. 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.

This project addresses the following two objectives:


For ISL personnel and museology faculty: to increase knowledge, skills, and actions to make ISL programs, facilities, courses, and resources more welcoming and accessible to participants with disabilities and embed relevant practices within their work.
For postsecondary STEM students with disabilities and museology students: to increase knowledge and skills in advocating for ISL offerings that are welcoming and accessible to everyone, including those with a wide variety of disabilities, and to encourage individuals with disabilities to pursue careers in ISL.


The project employs a student-centered approach and a set of practices that embrace the social model of disability, social justice education, disability as a diversity issue, intersectionality, and Universal Design. A leadership team of interns--each member a STEM student with a disability or a museology graduate student--along with project staff will engage with the University of Washington's Museology Program to identify and implement strategies for making ISL activities and courses more welcoming and accessible to individuals with disabilities. An online community of practice will be developed from project partners and others nationwide. A one-day capacity building institute will be held to include presentations, student/personnel panels for sharing project and related experiences, and group discussions to explore issues and further identify systemic changes to make ISL programs more welcoming and accessible to individuals with disabilities. As prototypes of the AccessISL Model are developed, evaluation activities will primarily be formative (looking for strengths and weaknesses) and remedial (identifying/implementing changes that could be made to improve the model). The model will continue to be fine-tuned through formative evaluation. Evaluation of the model components will focus on the experience of a range of stakeholders in the project. Specifically, quantitative data collected will include levels and quality of engagement, accessibility recommendations and products developed, and delivery of ISL services. Qualitative data will be collected through observations, surveys, focus groups, interviews, and case studies.

AccessISL project products will include proceedings of an end-of-project capacity building institute, promising practices, case studies, a video, and other online resources to help ISL practitioners and museology faculty that will result in making future ISL opportunities more inclusive of people with disabilities. AccessISL will advance knowledge and ensure long-term impact using multiple strategies:


broadening the STEM participation of people with disabilities as well as women, racial/ethnic minorities, and other underrepresented groups through the application of universal design
strengthening associations and creating synergy and durable relationships among stakeholders,
encouraging teaching about disability, accessibility, and universal design in museology courses,
empowering students with disabilities and current and future ISL practitioners to advocate for accessible ISL and develops an infrastructure to promote accessible ISL programs nationwide, and
contributing to the body of promising practices with products that will (a) enhance understanding of issues related to the inclusion of people with disabilities in ISL programs and (b) promote inclusive practices.


Outcomes will benefit society by making STEM opportunities available to more people and enhancing STEM fields with the talents and perspectives of people with disabilities.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Sheryl Burgstahler Meena Selvakumar
resource research Public Programs
The project asks, “What are the real outcomes of the zoo or aquarium enterprise, both as a visitor destination and as a public voice in public media?” and has the following three aims: To understand how visitor goals and behavior impact learning. To understand how the conservation education agenda of most Z/As interlaces with those goals. To understand how the public situates the voice of Z/As in society. Project poster presented at the 2019 AISL PI Meeting in Alexandria, VA.
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resource research Public Programs
How does focusing on “community science literacy” change the role of an informal science learning center? This poster was presented at the 2019 NSF AISL Principal Investigators meeting.
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TEAM MEMBERS: Billy Spitzer
resource project Professional Development, Conferences, and Networks
This ChangeMakers project builds on a 2016 National Academies report finding that scientific literacy can be understood at a community level as opposed to a traditional focus on the individual. This is important since scientific knowledge is often seen as abstract and distant from the daily concerns of average citizens. A community focus shifts the spotlight away from individual learning to collective learning facilitated by trusted cultural institutions serving as social assets. This work brings together scientific expertise and community organizations to advance operational science literacy--scientific ways of problem-solving--for community leaders and functional science literacy--information and skills people can use in their daily lives--among their service populations. This will be done by gathering and sharing knowledge and developing skills and abilities to contribute to the community's overall well-being.

The New England Aquarium (NeAq) and Aquarium of the Pacific (AoP) will apply a community engagement model involving active listening, documentation, alignment of concerns and goals, and co-development of shared solutions that serves the needs of all participants. As part of the Advancing Community Science Literacy (ACSL) project, multi-disciplinary teams from NeAq, AoP and their regional partners will participate in training on the model. They will apply that training to build and implement action plans to advance community-driven responses to local environmental issues. Teams will be assessed with respect to how they use tools from their shared training, along with peer support and coaching, to make progress in engaging diverse community stakeholders. Results of the evaluation will offer insights and recommendations for informal science learning centers to serve their communities more effectively as engagement facilitators and change agents to support science literacy development and action. By applying techniques developed for cultural institutions to communicate about climate science, and combining those with techniques developed for libraries and other organizations to help meet emergent community concerns, such as storm surges and coastal flooding, it is possible to redefine the role informal science learning centers can play as part of a community culture.

ACSL is funded by the Advancing Informal STEM Learning (AISL) program which supports projects that provide multiple pathways for broadening access to and engagement in STEM learning experiences, advances innovative research on and assessment of STEM learning in informal environments, and develops understandings of deeper learning by participants.
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TEAM MEMBERS: Billy Spitzer Julie Sweetland Richard Harwood John Fraser
resource project Public Programs
The project will conduct a nation wide study to address three broad questions:

(1) How does the public view zoos and aquariums and how do these institutions affect STEM (Science Technology Engineering Mathematics) learning outside their walls?

(2) How do visitors experience zoos at different stages in their lives and how do zoo visits affect their knowledge and perspectives concerning environmental issues and conservation?

(3) What are the entry characteristics of visitors and how do those characteristics play out in behaviors during a visit?

The project is designed to advance understanding of how informal STEM learning emerges through the intersection of institutional pedagogy and learning goals and the characteristics of individuals and their social and cultural backgrounds. As the first institutional study that advances a field-wide research agenda, the project will map how to implement a national collaborative effort that can help refine program delivery and cooperation between zoos, aquariums and other STEM learning institutions.

The study will describe zoo and aquarium visitors based on a broad understanding of demographics, group, and individual perspectives to expand understanding of how these factors influence visitor learning and how they view the relevance of educational messages presented by zoos and aquariums. The project will result in reports, workshops and a handbook presenting findings of practical value for educators, a research platform and research tools, online discussion forums, and directions for future research. The project, led by New Knowledge Organization (NKO), will be carried out through the collaboration of NKO with other informal research organizations and the Association of Zoos and Aquariums (AZA) with its 230 informal science learning institutional members. This project is supported by the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings, as a part of its overall strategy to enhance learning in informal environments.
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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