National Foundation for the Blind (NFB) Engineering Quotient (EQ) for Teachers is a free, online curriculum and collection of resources for educators who want to teach NFB EQ, the National Federation of the Blind’s week-long engineering program designed for blind and low-vision youth.
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TEAM MEMBERS:
Natalie ShaheenWade GoodridgeSarah LopezPeter AndersonAnn CunninghamDavid Nietfeld
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.
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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 build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.
Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.
This Innovations in Development 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:
Teon EdwardsJodi Asbell-ClarkeJamie LarsenIbrahim Dahlstrom-Hakki
Chemistry is an important and widely relevant field of science. However, when compared with other STEM content areas, chemistry is under-represented in U.S. science museums and other informal educational environments. This project will build, and build knowledge about, innovative approaches to delivering informal science learning activities in chemistry. The project will not only increase public interest and understanding of chemistry but also increase public perception of chemistry's relevance and increase the public's self-efficacy with respect to chemistry. This project outcomes will include a guide for practitioners along with activity materials that will be packaged into a kit, distributed, and replicated for use by informal science educators, chemists, and chemistry students at 250 sites across the U.S. The project team will reach out to organizations that serve diverse audiences and diverse geographic locations, including organizations in rural and inner-city areas. The kits will provide guidance on engaging girls, people with various abilities, Spanish speakers, and other diverse audiences, and include materials in Spanish. Written guides, training videos, and training slides will be included to support training in science communication in general, as well as chemistry in particular. 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.
This project will take an innovative approach to develop informal educational activities and materials about chemistry. Rather than starting with content goals, the project will start with a theoretical framework drawn from research about affecting attitudes about science related to interest, relevance, and self-efficacy. A design-based research approach (DBR) will be used to apply that framework to the development of hands-on educational activities about chemistry, while also testing and modifying the framework itself. (DBR blends empirical educational research with the theory-driven design of learning environments.) Existing or new educational activities that appear to embody key characteristics defined in the framework will be tested with public audiences for their impact on visitors. Researchers and educators will determine how different characteristics of the educational activities defined in the framework affect the outcomes. The activities will be modified and tested iteratively until the investigators achieve close alignment between framework and impacts.. The project team will continue the design-based research approach both to examine groups of activities in which synergies can have impacts beyond single interactions as well as to examine varied ways of training facilitators who can also significantly affect outcomes. In this way, the project will generate knowledge about how kits of hands-on informal learning activities can stimulate attitudes of interest, relevance, and self-efficacy with respect to the neglected field of chemistry. The project teams will broadly disseminate project outcomes within the educational research, science and informal Science, Technology, Engineering and Mathematics (STEM) education communities. While this project will focus on chemistry, the strategies it will develop and test through a design-based research process will provide valuable insight into effective approaches for informal STEM education more broadly.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The National Association of Math Circles (NAMC) will convene the Math Circle-Mentor and Partnership (MC-MAP) Workshop in late 2016. The proposed MC-MAP workshop will build the field's understanding of the training content and mechanisms that enhance the knowledge and skill development of participants in Math Circles. The workshop will bring mentors from experienced Math Circle leaders together with novice Math Circle leaders to develop the expertise of the notice leaders and their group to develop their expertise in facilitating math circle activities and in organizing related events. The approximately 180 Math Circles currently operating across the nation enlist mathematics professionals to share their passion for mathematics with K-12 students, teachers, and the general public in contexts that emphasize exploration, problem solving and discovery. This initial conference and Math Circle trainings informed by this conference will help build a community of practice around Math Circles through which novice and existing leaders are connected, encouraged and inspired.
The MC-MAP workshop will include structured planning as well as guided observation and structured debriefing of a demonstration Math Circle sessions. The workshop design will be grounded in research related to effective adult learning and to discovery-based mathematics. The workshop will serve as a training prototype that will assist the National Association of Math Circles to identify effective training formats and materials for both experienced and novice Math Circle leaders. Pre- and post- conference surveys of Math Circle leaders will produce data to be used in planning and designing future trainings. The NAMC will share key findings from the workshop evaluation and workshop resources not only with its membership, but also with other mathematics K-12 outreach programs. Workshop materials will address recruiting and serving diverse participants in Math Circles, including girls and women, persons with disabilities, students from varied socioeconomic backgrounds and underrepresented minorities in STEM.
This article seeks to reflect on mediation in museums based on experiences that occurred in the “Learning in order to Teach” Project. In this case, the mediation acquires specific characteristics because it deals with young deaf people learning art-related contents in order to teach other youth in their first language. The most interesting aspect of this encounter between museum and deaf culture is a mutual, immediate and highly visible influence. While museum-goers and professionals understand that the “gestures” used by the deaf are not random (rather, on the contrary, they make up a
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TEAM MEMBERS:
Daina LeytonCibele LucenaJoana Zatz Mussi
The Rochester Institute of Technology's National Technical Institute for the Deaf (NTID) and Center for Computational Relativity and Gravitation (CCRG) will collaborate on a CRPA project designed to develop a dance-based performance to educate deaf and hard of hearing students on astrophysics concepts. This project seeks to address the following goals: 1) provide all audience members with access to scientific information in an inherently engaging and stimulating manner; 2) facilitate the acquisition of scientific knowledge in all audience members, including deaf and hard-of-hearing individuals, with special reference to general information and basic concepts from the fields of gravitational physics and astrophysics; and 3) stimulate general interest in STEM fields within all audience members. An extensive team of physicists, arts faculty, computer scientists, performance experts, and evaluators have assembled to translate original research on gravity-based astrophysics, including collision events between black-holes and neutron-stars, entire galaxies, and the central black-hole engine that powers active galactic nuclei, into novel educational presentations. The original science to be presented was generated in part by the scientists at the Center for Computational Relativity and Gravitation. Project deliverables include live performances and a project website with educational materials and a virtual tour of the recorded performance. The live performances will include dance and computer generated visualizations of space phenomena, supplemented with discussion and interactive components to engage audiences both before and after the presentation. The mixed-method evaluation will provide insights into how the medium of dance can be used to engage audiences in STEM fields and increase the understanding of STEM content areas which have had little previous investigation, but may be highly relevant to the engagement of underserved audiences. Performances are planned for select sites in New York, Ohio, Connecticut, Rhode Island, Washington, DC, Pennsylvania and Maryland. It is estimated that the project will directly impact 7,000 individuals, approximately half of whom will be deaf or hard or hearing. Deaf and hard of hearing populations are greatly underserved in science education. This project is an effort to bridge that gap by providing creative models for communicating to the public on contemporary science concepts. Learning outcomes for the target audience include increasing awareness and interest in STEM, acquisition of information and basic concepts from the fields of gravitational physics and astrophysics, and enhancing awareness of relationships among science and the arts. Project activities will be disseminated through the website hosted by the Rochester Institute of Technology, as well as social networking sites including Facebook, Twitter, and Google+. The project will also be promoted through science festivals and media events.
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TEAM MEMBERS:
Manuela CampanelliHans-Peter BischofJacob Noel-Storr
resourceresearchProfessional Development, Conferences, and Networks
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project designed to increase informal learning opportunities for blind youth in STEM.
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TEAM MEMBERS:
National Federation of the BlindMark Riccobono
resourceevaluationMuseum and Science Center Programs
Star Wars: Where Science Meets Imagination is a National Science Foundation funded project which developed a national traveling exhibition on science and technology themes depicted in the Star Wars movies. The Museum of Science, Boston (MOS) developed the exhibition in collaboration with Lucasfilm Ltd. and Science Museum Exhibit Collaborative (SMEC). The exhibition will travel to members of the SMEC in Los Angeles, Portland, Fort Worth, St. Paul, Columbus, Philadelphia, and Boston. Other venues will display the exhibition after the Collaborative tour. Tisdal Consulting was contracted to
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
Museum of Science will develop a 4500 sq. ft. exhibit "Finding the Pattern". The primary objective is to develop activities and programs that encourage visitors to practice scientific thinking skills in settings that have interdisciplinary science content. The main component is an activity area that will encourage visitors to observe, compare, and sort objects and phenomena in meaningful ways; help visitors recognize that systems of organizing and classifying objects and phenomena reveal underlying meaning; provide visitors with opportunities to practice answering questions and solving problems based on museums collections; and encourage visitors to search for the "hidden" meaning in things around them. The exhibit will be composed of three overlapping areas: 1) the sorting area, 2) the mystery area, and 3) the open collections area. This project is one of the six science activity centers that have been described in the museum's long-range plan; two activity centers/exhibits have been completed. The impact of "Finding the Pattern" will be extended via the museum's web site. Activities that employ the kinds of scientific thinking skills targeted in the exhibit will be developed to engage informal learners at home. Complementary programming linking the exhibit with formal education will include the development of teacher workshops and programs for school groups. Teacher workshops will be developed in consultation with groups of Project PALMS teachers. The activities will be accessible to individuals with disabilities. They plan to open the exhibit in the fall of 2000.