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resource project Professional Development, Conferences, and Networks
This project will consider how research on imaginative thinking, and perspectives on the role of imagination in STEM practice and STEM education, can be systematically applied to support STEM learning in museum contexts. Common conceptions of science as non-imaginative are persistent, but scholarship across disciplines suggests critical roles for imagination, both in the practice of STEM and in shaping learners' perceptions of themselves as part of STEM. Further, evidence from the fields of neuroscience, psychology, child development and education suggests ways that imagination can be fostered and improved, and that these understandings could be applied to the design of museum experiences in order to improve STEM outcomes.

The activities of this project, led by the Museum of Science, Boston, both synthesize and generate knowledge at the intersections of imagination, STEM, and education practice in ways that are actionable for museum professionals. Activities include: a literature review, a document review, and a survey of ISE professionals; an in-person convening of STEM professionals (researchers, practitioners, educators and others); and the development and dissemination of products designed to inform future project development. The goals of the project are to: 1) prompt conversations about imaginative thinking across the Informal Science Education (ISE) field, and between ISE and other fields; 2) identify priority areas for research and development that can advance the field's understandings at the intersections of imagination, STEM, and learning; and 3) catalyze future research and development efforts that can advance the field. The intent is for the integration scholarship on imagination, STEM, and learning within museums' research and development efforts to lead to projects that describe, test, and refine theoretical frameworks and concrete strategies for supporting imaginative thinking among public audiences through exhibitions, programs, and other designed experiences.

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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resource project Media and Technology
This project aims to broaden participation in STEM education among underserved populations through innovative and inclusive approaches to technology education. The project is designed to enhance knowledge and comfort with technology and develop computational thinking among women who were formerly incarcerated and are now seeking to reenter the workforce or adjust to their lives outside the criminal justice system ("women in transition") in the Midwest. While women have become the fastest growing segment of the incarcerated population, prison education and reentry programs are not well prepared to respond to this influx. Women in transition are rarely exposed to STEM education and they are generally isolated from the digital world while in prison. Consequently, they face post-incarceration challenges in accessing and using rapidly changing digital technologies. Against this backdrop, this three-year technology education project will aim to help women in transition in Kansas and Missouri develop STEM skills relevant to job applications and post-incarceration adjustments. The project may serve as a template for building evidence-based workforce preparation efforts in informal settings, and the concurrent online peer networking and app development may also facilitate adaptation for and scaling to other regions and other similarly digitally disadvantaged populations. This project is funded by the 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 project design is informed by the research team's past experiences offering technology education to women in transition and other underserved populations in the Midwest. The design includes three interrelated aspects: (1) technology education, (2) web/mobile app development, and (3) original empirical research. The research team will offer hybrid (online and offline) technology training programs to 300 women in transition in Kansas and Missouri. Learners will attend weekly face-to-face technology classes at different levels (introductory, intermediate, and advanced) at public libraries. A member-only online site and an accompanying mobile application for online tutorials and virtual meet-ups will enhance exposure to different types of technologies. Starting with interest-based technology topics including online resume building, information verification, and identity protection, the team will introduce women to deeper STEM topics including elementary coding skills and computational thinking. Empirical research will examine how different modalities of offering technology education are associated with learning outcomes for women participating in the program and the association of increasing knowledge and skills in digital technologies with self-efficacy, perceived social support, employment, and reduced recidivism.

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: Hyunjin Seo Hannah Britton Megha Ramaswamy Baek-Young Choi Sejun Song
resource project Exhibitions
The project will develop and research how an emerging technology, immersive virtual reality (IVR) using head mounted displays (HMDs), can enhance ocean literacy and generate empathy towards environmental issues. Recent advances in design have resulted in HMDs that provide viscerally realistic and immersive experiences that situate participants in underwater or other remote environments. IVR can provide many people with virtual access to these environments, including persons with disabilities, people living away from coastal areas, or those who lack access for other reasons (e.g., low-income families, underserved/underrepresented communities, persons untrained in diving). The project will develop a high quality 360-degree underwater film that includes live action footage, animation, and interactive elements. The IVR experience will take the participant through an immersive underwater journey of a Pacific reef, using realistic visualizations, narrative, and a compelling story to engage participants in learning the ecology and biology of coral reefs, as well as the impacts of climate change and human disturbances on ocean ecosystems. In addition to the IVR ocean journey, the project will integrate interactive functionality of being on a reef during mass coral spawning, an annual natural phenomenon through which coral reefs replenish their populations. With hand-held controllers, participants will be able to "swim" through the water, watch the degraded reef recover and grow and will have the ability to change the rate of coral recovery and learn how increases in temperature impede coral recovery. While research has been conducted on early, desk-top versions of IVR, the potential impact of IVR on learning is still unclear. The research findings will help guide the development of IVR for use in informal STEM environments such as aquariums, zoos, science museums, and others. The IVR experience will be shared on online platforms for home viewing, at film festivals and conferences, and in informal learning environments.

The project addresses the need for research on the impacts of IVR devices as it become more affordable and more widely used at home and in other informal and formal environments. Few studies have investigated how design elements impact the user in IVR, in which the increased immersion affects the stimuli perception and cognitive processing. The research will assess the learning affordances and impacts of the IVR experience on participant ocean literacy (adapting items from an existing ocean literacy survey), environmental empathy/feelings of presence (naturalistic observations and post-experience interviews), and perceived self-efficacy (pre-post survey, post-interview interviews). In addition, the project will research how segmentation (i.e., a continuous experience vs. an experience with breaks), generative learning tasks (hands-on experiences and interactive during IVR), and gender of the narrator in an IVR experience supports learning about ocean environments. Researchers will collect data from students attending high schools with predominantly minority student enrollments. Research findings will be widely shared through peer-reviewed publications, conference presentations, and publications for educators and designers.

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: Jeremy Bailenson Erika Woolsey
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

Project partners include the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation, and Twin Cities Public Television. The project will rely significantly on expertise from the Latinx community.

Project Plan

Building on an established librarian training model, the project will introduce library staff to the STEAM content and guide them in developing their own STEAM Learning Pathways. The project will draw on existing professional infrastructure from the ALA and the Institute for Learning Innovation’s established community of practice. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project.

The Research

The research team will study the efficacy of each pathway, alone and in tandem, on participant’s interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews, and case studies. The results should yield a model for nationwide application and contribute insights for the formal education sector.

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: Lainie Castle
resource project Public Programs
This project responds to the Faculty Early Career Development Program (CAREER) solicitation (NSF 17-537) and is sponsored by the Advancing Informal STEM Learning program at the National Science Foundation. CAREER: Talking Science: Early STEM Identity Formation Through Everyday Science Talk (Talking Science) addresses the critical issue of the development of children's identification with science, technology, engineering and mathematics (STEM) fields and the limited knowledge about the development of STEM identity through conversations, particularly among very young children from underserved and underrepresented populations. Talking Science is based on the premise that individuals who develop STEM interests and identify with STEM at a young age tend to participate in STEM fields more so than individuals who develop these later in life. This study investigates how STEM-related conversations outside of school with friends and family during formative years (i.e., 7 - 12 years old) shape youths’ STEM identity later in life and their engagement in STEM. The goals of Talking Science are (1) To develop an understanding of the features and context of conversations held between children and their caregivers/teachers that support STEM identity development in both majority and Hispanic/Latine populations; and (2) To translate the research outcomes into informal STEM learning practices that positively contribute to young people's perceptions of STEM fields in their future.

To achieve its goals, this work addresses the following research questions: (1) What is the content, context, and structure of STEM-related conversations with friends and family that youth ages 7 - 12 participate in?; (2) How do the features of conversation (i.e., content, context, structure) relate to the development of youth's STEM interests, sense of recognition as STEM people, and self-identification with STEM?; (3) How do the cultural values and science talk experiences of Hispanic/Latine youth shape conversation features related to youth's STEM interests, sense of recognition as STEM people, and self-identification with STEM?; and (4) Does professional development for practitioners that focuses on encouraging youth to engage in STEM-related conversations with friends and family positively contribute to youth's STEM interest, sense of recognition, and self-identification with STEM? To address these questions, the study adopts a qualitative research approach that applies phenomenological strategies in research design, data collection, and analysis to allow for exploration of the meaning of lived experiences in social and cultural contexts. Participants include elementary-age youths (ages 7 - 12) and caregivers from socially, culturally, linguistically, and economically diverse backgrounds. To inform the development of interview protocols in terms of the kinds of childhood talk that leave a long-term impact on students, including the kinds of talk experiences remembered by students who choose or persist towards a STEM career in college, the project also recruits college students pursuing STEM degrees as participants. Data gathering and interpretation strategies include surveys and interviews. The outcomes of this research will constitute a theoretical framework and models that guide the development of both professionals and programmatic activities at informal learning institutions, particularly around scaffolding participation in STEM through family science talk.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Remy Dou
resource project Exhibitions
The project will refine, research and disseminate making exhibits and events that the museum has developed and tested to support early engineering skill development. The project will use cardboard, a familiar and flexible material, to support the activities. The goal is to develop insights and resources for informal educators across the museum field and beyond into how to effectively structure and facilitate open-ended maker education experiences for visitors that expand the number and kinds of museums and families who can engage in these activities. Maker education is often linked to Science, Technology, Engineering and Mathematics (STEM) learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. To address patterns of inequitable access to and participation in both formal and informal learning opportunities, the project will be designed to engage families from under-represented communities and research how they participate in informal engineering activities and environments. The project will make a suite of resources available for museums and other ISE practitioners that will be developed through iterative testing at all of the different settings. These resources will be made widely available via an open access online portal.

The project will research how effectively the use of cardboard making exhibits and events engage families, particularly families from underrepresented groups, in STEM and early engineering. The project's theoretical framework combines elements of: (1) learning sciences theories of family learning in museums; (2) making as a learning process; (3) early engineering practices and dispositions, and (4) equity in museums and the maker movement. The research will be conducted within two multi-month implementations of a large-scale Cardboard Engineering gallery at the Science Museum of Minnesota and two-week scaled implementations of the gallery at each of three recruited partner museum sites. The project design interweaves evaluation and research aims. Paired observations and surveys will be used to research how effectively the project is working in different venues. This integration of research and evaluation will generate a large data set from which to generalize about cardboard making across contexts. Case studies will be used to identify barriers to engagement that can be remedied, but they will provide a rich data set for understanding family learning and engineering in making. Research findings and products will be posted on the Center for Informal Science Education website and submitted for publication in peer-reviewed journals such as Visitor Studies, ASTC Dimensions, the Journal of Pre-College Engineering Education Research and others.

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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resource project Media and Technology
This four-year research study will investigate families' joint media engagement (JME) and informal STEM learning while listening to the child-focused STEM podcast, Brains On! Prior research has shown that the setting where families most often listen to this podcast together is the family automobile as children are being driven to school, on road trips, or other activities. Brains On! is rooted in the mission-driven principle of public radio to educate and inspire. The target audience is children 5-12 years old and their parents or caregivers. Each episode ranges from 20-45 minutes in length and presents ideas from a variety of STEM disciplines such as physics, chemistry, biology and engineering featuring sound-rich explanations of concepts through fun skits, original songs and interviews with scientists. The episodes use a light-hearted, humorous approach to share oftentimes complex STEM information. To provide an interactive experience, hosts encourage the audience to participate with the show by sending in drawings, emailing photos of plants and animals, or posing questions to be answered in future episodes. Every episode is co-hosted by a different child who interviews top scientists about their work. The scientists are selected to be representative of the range of topics presented and are meant to serve as role models for the listeners and demonstrating a wide range of career options in the STEM field.

The research adds to the social learning theory of joint media engagement (JME) which has shown that interactions between people sharing a media experience can result in learning together. Recent work on Joint Media Engagement has focused on parent/child interactions with television/video in the home. But little is known about how families engage with children's STEM podcasts together and what learning interactions occur as a result. Even less is known about this engagement within an automobile setting. This research project will build new knowledge filling a gap in the informal STEM learning field. It will use a mixed-methods research design with three phases of research to answer these questions: 1) How does the Brains On! podcast mediate STEM-based joint media engagement and family learning in an automobile setting? 2) What does STEM based joint media engagement and family learning look and sound like in this setting? 3) How do "in-automobile" factors foster or impede STEM-based joint media engagement and family learning? Phase 1 is a listener experience video study of 30 families listening to the Brains On! episodes. Phase 2 is video-based case studies of the natural automobile-based listening behaviors of eight Phase 1 families. Phase 3 is an online survey of Brains On! listeners to understand how representative the findings from Phases 1 and 2 are to the larger Brains On! Research. Results will be shared widely with key audiences that can use the findings (media developers, ISE practitioners, ISE evaluators and researchers, and families). It will also make an important contribution to the Joint Media Engagement literature and the ISE field.

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: Amy Grack Nelson Molly Bloom
resource project Public Programs
Addressing Societal Challenges through STEM (ASCs) received NSF AISL funding to conduct a Literature Review and Synthesis to answer the question: How are informal learning institutions advancing the use of STEM knowledge and scientific reasoning in the ways that individuals, families, and communities understand what they can do, and apply their learning to solving the societal challenges of our time? Using a definition of societal challenges based on research around the public understanding of social problems, this systematic literature review will identify, analyze, and synthesize three bodies of peer and field-reviewed literature (peer-reviewed journals, graduate theses, and evaluation reports of nationally-funded project).

Over the past decade, Informal STEM learning organizations have increasingly engaged in innovative ways to present STEM knowledge within the context of societal challenges such as climate change, energy sources, cyber-security, Nanotechnologies, coastal resilience, and other topics. These efforts significantly expand the traditional work of Informal STEM Learning (ISL) organizations, often leading to new types of interventions, partnerships, impacts, and assessment tools. Analyzing and interpreting the aggregate of this work will advance theoretical and practical knowledge about the potential of ISL’s in advancing the place of STEM in addressing societal challenges.

Demonstrating and articulating the characteristics of how ISL organizations are addressing societal challenges, encourages and informs the ways institutions can address the NSF strategic goal to “Advance the capability of the Nation to meet current and future challenges.” The project outputs aim to Enhance Knowledge-building, Build Capacity of the Field, and Maximize Strategic Impact by informing the strategies used by organizations and individuals. The results also aim to Broaden Participation by articulating the ways STEM knowledge is embedded and linked to personal experiences and choices.

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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resource project Media and Technology
Future educational robots are emerging as social companions supporting learning. By socially interacting with such a robot, learners can potentially reason and talk about the things they are learning and receive help in seeing the relevance of STEM in their daily lives. However, little is known about how to design educational robots to work with youth at home over a long period of time. This project will develop an informal science learning program, called STEMMates, in collaboration with a local community center, for youth with little interest in science. The program will partner learners with an in-home learning companion robot, designed to read books with youth and provide science activities for them at the community center, where youth will engage in exciting and personally relevant science learning. As the learner reads books, the robot will make comments about what is happening in the book to help connect the reading to the science activities at the community center. The overarching goals of STEMMates are to: (a) positively support youth's individual interest in science and future science learning, (b) connect in-home learning experiences with out-of-school community-based learning, (c) bridge the gap between formal and informal engagement and learning in science, and (d) encourage the participation of youth who are underrepresented and who have low interest in STEM learning. This project is funded 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 opportunities for the public in informal environments.

Researchers will work with youth and staff at the community center, alongside experts in informal science learning, to design the program and then test how learners respond to reading with the robot and participating in the science activities and whether this program has a lasting impact on their science interest. Social interactions with a robot may help distribute cognitive load during learning activities to help youth reason about STEM and also supplement learning by improving feelings of value and belongingness in order to facilitate lasting interest development. Following a mixed-methods research approach using qualitative and quantitative data-collection techniques, the research team will investigate the following research questions: (1) What social and interest-development supports and activities can be utilized as socially situated interest scaffolds in an informal and in-home, augmented reading and science activity program to promote individual interest and learning in science for low interest learners? How can a social robot best facilitate this program? (2) How do learners perceive and interact with the robot in authentic, in-home, long-term situations, and how does this interaction change over time? (3) Does working with a robot designed with socially situated interest scaffolds increase individual interest in science when compared to a pre-intervention baseline, and do these effects impact future (long-term) interest and engagement in formal science learning? To answer these research questions, researchers will implement the science learning program during an 11-week summer deployment and utilize an AB single-case research design. Interview-based qualitative data and self-report surveys to examine the learner?s perception of the robot and their evolving interest in science and quantitative data on science learning using pre-/post-measure comparisons will be collected. Log data of time-on-task, reading rate, book selection and reading goal attainment will also be collected by the robot. The outcomes of this project will lay the groundwork for future investigations of the design of social robots for a diversity of learner populations and their use in different informal learning settings.

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: Bilge Mutlu
resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Exhibitions
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. This project will explore how understanding visitors' experiences with science museum exhibits may contribute to increasing engagement among diverse audiences. Museums have made great strides in understanding how exhibit design can support underrepresented audiences, but often tend to focus on individual demographic groups such as females, certain racial and ethnic minorities, and people with disabilities. This project will explore relationships between visitors' demographic and science identities to assess the affordances of using science identity as an intersectional proxy that could help the field move beyond its reliance on demographics. Building on prior National Science-funded work about museum engagement, the project applies appraisal theory--a psychological model about how people make conscious and subconscious assessments of situations that manifest in emotions--to the informal learning context. To date, museums have tended to focus on cognitive and behavioral aspects of engagement. Appraisal theory can add emotional processes to the conceptual understanding of engagement, and can be applied to help exhibit professionals develop a design framework that upholds complex identities. Such a framework could have implications for inclusive design of learning experiences in museums, schools, and other educational contexts.

This Pilot and Feasibility Study will address methodological and theoretical questions about the feasibility of a research approach that considers the relationships among: 1) exhibit design features; 2) multiple identity factors including science identity, demographics, and self-defined personal identity; 3) visitor appraisals; and 4) engagement with exhibits. Led by researchers at the Museum of Science, Boston and EdTogether, a non-profit research and development organization for inclusive design, the project will begin with a pre-piloting phase during which researchers will work with youth and professional advisors from local community organizations to test a suite of data collection approaches including self-report in the form of questionnaires and interviews; observations of visitor engagement; and biometric data collection including galvanic skin response and eye tracking. Building from this pre-piloting phase, the team will conduct four mini-studies that will iteratively refine measures towards enhanced validity and parsimony while gathering data to test the investigators' hypothesized model of design, identity, appraisal, and engagement. The evidence from testing this model through the four mini-studies will lay the foundation for larger-scale research that intends to explore causal relationships among intersectional identities, science identities, appraisal, and visitor engagement.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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resource project Media and Technology
Science television shows are an important source of informal learning and enrichment for preschool-aged children. However, one limitation of television programming is that it is largely a one-way, non-interactive medium. Research suggests that children learn best through active engagement with content, and that parents can make TV watching more interactive by co-viewing and talking with their children. However, many parents and other adults may lack the time or experience and comfort with science language and content to provide critcial just-in-time support for their children. This study seeks to take advantage of recent advances in artificial intelligence that now allow children to enjoyably interact with automated conversational agents. The research team will explore whether such conversational agents, embedded as an on-screen character in a science video, can meaningfully interact with children about the science content of the show by simulating the benefits of co-viewing with an adult. If successful, the project could lay the foundation for a new genre of science shows, helping transform video watching into more interactive and engaging learning experiences. 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 will develop interactive videos incorporating a conversational agent in three 11-minute episodes of a future children's animated television program. The videos will enable children to speak with the main character of the show as the character solves everyday science mysteries, thus priming children to engage in observation, prediction, pattern finding, and problem solving through scaffolded conversation. This study will be carried out in two iterative cycles with the goal of developing and testing the embedded conversational function for each episode. In each cycle, the project team, which includes experts in children's TV production, as well as educational and HCI researchers will develop the storyboard and conversation prompts and follow-ups, create animated videos based on the revised script, and create a mobile application of the interactive video integrated with the conversational agent. Field testing with 10 children will be conducted to iteratively improve the embedded conversational function. In the pilot testing stage, a controlled study will be conducted with 30 children in each group (N=120): 1) watching the episode with the embedded conversational function; 2) watching the episode with a human partner carrying out the dialogue in the script rather than the virtual character; 3) watching the episode with pseudo-interaction, in which the animated character asks questions but does not attempt to understand or personally respond to children's answers; and 4) watching the episode with no dialogue. Data collected from the experiments will be used to examine whether and in what ways use of a conversational agent affects children's engagement, attention, communication strategies, perceptions, and science learning, and whether these effects vary by children's age, gender, socioeconomic status, language background, and oral language proficiency in English. The project will provide a comprehensive evaluation of the feasibility and potential of incorporating conversational agents into screen media to foster young children's STEM learning and engagement.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Mark Warschauer Daniel Whiteson Sara DeWitt Andres Bustamante Abby Jenkins