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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource research Museum and Science Center Exhibits
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Tricia Zucker Dana DeMaster Michael P. Mesa Valerie Bambha Sarah Surrain Cheryl McCallum Gisela Trevino Belkis Hernandez Tiffany Espinosa Mauricio Yanez Kevin Rosales Fiorella Izaguirre
resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource project Media and Technology
DuPage Children’s Museum will conduct an in-depth, iterative evaluation of the museum’s Questioneers traveling exhibit and create a permanent 2,000 square-foot, bi-lingual Questioneers exhibit along with related programming that promotes inclusivity and ignites children’s interest in mathematics, science, engineering, and architecture. The exhibit and programming also will help reduce the impact of socioeconomic disparities that are known to discourage underrepresented and underserved populations from pursuing their interest in STEM fields. The exhibit and its related programming will feature characters, activities, and challenges from bestselling children’s books. The museum will coordinate exhibit design and fabrication with community partners.
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TEAM MEMBERS: Kimberly Stull
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 research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, encompassing a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support.
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TEAM MEMBERS: Carol Boston
resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource project Media and Technology
Virtual Missions and Exoplanets (vMAX) will develop and test a three-dimensional, virtual world environment that will engage middle school students and educators from high-poverty schools in NASA-related exoplanet mission simulations. The Patricia and Phillip Frost Museum of Science will serve as the lead institution, in partnership with the following institutions: U.S. Space and Rocket Center, New York Hall of Science, Chabot Space & Science Center, and Sci-Port: Louisiana¹s Science Center; Aimee Weber Studios will be responsible for virtual exhibit fabrication, and WestEd will serve as the project¹s formative and summative evaluator. The overall goal of the project is to create a NASA resource on exoplanet astronomy that will engage students, educators, and the general public in NASA¹s search for worlds beyond our own. The project aims to increase underserved students¹ engagement in STEM, knowledge of exoplanet missions, and awareness of NASA-related careers; and advance the growing body of knowledge on the use of virtual world technologies to provide opportunities for students to participate in NASA Mission-related science teaching and learning. The project will result in the development of vMAX world, a virtual world with simulations related to exoplanet astronomy designed for use as the core content of a 30-hour out-of-school learning experience for middle school students. An Educator Implementation Guide will be developed and made available online for download by secondary school teachers and science museum educators. In addition, an interactive, multiuser exhibit kiosk, utilizing the simulations created for vMAX world, will be developed and made available to interested Visitor Centers, museums and planetariums.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
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resource project Media and Technology
The Mississippi Museum of Natural Science proposes to build on its program of activities that involve children in science and bring them into contact with the approaches, objects and equipment that scientists use, with each activity designed to stimulate thinking and heighten interest in science. Cardinal features of the program are the development of hands-on exhibits, science kits for classroom use and a studied tie with the children's television program, "3-2-1 Contact." The goals are to coordinate these activities with hands-on science activities for students in grades 3-6, and to coordinate classroom activities with those at the museum, which conducts "3-2-1 Contact Days" throughout the year when students come to the museum and take part in experiments, observations and enrichment lessons and actively manipulate museum objects. The museum now will refine the program components, including improvement and duplication of the hands-on kits, continuation of the workshops for elementary teachers and development of new participatory exhibits dealing with insects and endangered species, and will present them to an expanded audience. One-third of the children in the state live below the poverty level, and fifty per cent represent minority populations. As most of these children lack such out-of-school experiences these informal science activities are particularly meaningful.
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TEAM MEMBERS: Elizabeth Hartfield Martha Cooper
resource evaluation Media and Technology
The Maryland Science Center has received a SEPA grant to develop an exhibition, intern program and web site focusing on cell biology and stem cell research. The working title of the exhibition is Cellular Universe. The exhibit is intended to serve the following audiences: Families with children age nine and older; School groups (grades four and up); Adults; 9th grade underserved high school students in three local schools and/or community centers. Topics the exhibit will treat include: Structure and function of cells; Stem cells and their potential, the controversy surrounding stem cell
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TEAM MEMBERS: Minda Borun Maryland Science Center
resource project Media and Technology
Goals: 1) Increase the number of Alaskans from educationally and/or economically disadvantaged backgrounds, particularly Alaska Natives, who pursue careers in health sciences and health professions and 2) Inform the Alaskan public about health science research and the clinical trial process so that they are better equipped to make healthier lifestyle choices and better understand the aims and benefits of clinical research. Objectives: 1) Pre-med Summer Enrichment program (U-DOC) at UAA (pipeline into college), 2) Statewide Alaska Student Scientist Corps for U-DOC, 3) students (pipeline into college), 4) Facility-based Student Science Guide program at Imaginarium Science Discovery Center, 5) Job Shadowing/Mentorship Program for U-DOC students and biomedical researchers, 6) Research-based and student-led exhibit, demonstration, and multi-media presentations, 7) Professional Development for educators, 8) North Star Website.
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TEAM MEMBERS: Savina Haywood Ian Van Tets