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resource project Media and Technology
The Ka Makaiwa: Strengthening Digital Access for Native Hawaiian Futures project will develop an approach to producing online exhibits and related programming for the Bishop Museum. The project will address barriers to physical access to collections expected to continue beyond the pandemic by expanding access to information by developing a high-quality, thoughtfully designed, and user-friendly online exhibit platform. The museum will capture photographs, video footage, and other content from the (Re)Generations: Challenging Scientific Racism in Hawaii exhibition, which explores racism and bias in scientific research while celebrating Native Hawaiian voices and collaborative endeavors. The project team will test a beta version internally and conduct a thorough internal review before launching the online exhibit publicly.
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TEAM MEMBERS: Melissa Tulig
resource project Media and Technology
The University of Montana will create “Transforming Spaces” to foster a more inclusive, culturally responsive space for Missoula’s urban Indian population and to better meet the community’s needs. The project will explore cross-cultural, collaborative approaches to STEM and Native Science. In collaboration with Montana’s tribal communities, the museum’s education team and advisory groups will design and implement hands-on activities that engage visitors with Native Science. The project will engage tribal role models and partner with tribal elders to create a library of videos for tribal partners, K–12 schools, and organizations. The project will offer teachers professional development designed to fulfill the statewide mandate of Indian Education for All. The exhibit will connect Native and non-Native museum visitors, close opportunity and achievement gaps, and ensure that all Missoula children feel a sense of belonging in museums, higher education, and STEM.
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TEAM MEMBERS: Jessie Herbert-Meny
resource project Media and Technology
Three-dimensional digital models are increasingly prevalent in preserving tangible and intangible aspects of Indigenous material heritage. Yet, there are no comprehensive, clearly laid-out best practices that can guide researchers, Indigenous communities, and museum personnel in designing ethically sound and socially engaged 3D heritage preservation projects. The use of 3D technologies for heritage preservation and providing public access to digital 3D collections is well-established in the European context. While there have been several robust efforts on digitizing European national heritage, in the U.S. context, the focus often involves work with Indigenous heritage, instantly placing 3D projects into a post-colonial research paradigm with a complex set of ethical ramifications. This research examines emerging thoughts from the European context and connects them with best practices in digital Indigenous data management to identify practices that contribute to cultures of academic integrity that are inclusive of all stakeholder voices. This work fosters ethical cultures of STEM through the development of a comprehensive Responsible Conduct of Research guiding document that can be adapted to address culture-specific Indigenous perspectives as well as project-specific challenges in future 3D heritage preservation endeavors.

Project goals are accomplished through workshops and virtual collaborations that bring together researchers, Indigenous community members, and heritage preservation professionals with previous experience in the responsible management, protection, and sharing of Indigenous digital data and the use of 3D technology for heritage preservation. The collaboratively produced guidelines outline ethical considerations that can be used in developing: 1) partnerships with origin/descendant communities, 2) institution- and collection-specific museum policies on using 3D technology, 3) Tribal policies for culturally appropriate use of 3D technologies, and 4) training material and curriculum that integrates with other research compliance regulations pertaining to heritage preservation. The project explores the questions that have emerged through previous experiences using 3D technologies to preserve Indigenous ancestral heritage. These questions include the factors contributing to developing ethically sound 3D heritage preservation projects; the practices useful in 3D projects to foster a culture of integrity that equally engages academic and Indigenous perspectives; consideration for what constitutes Responsible Conduct of Research in using 3D technologies to preserve Indigenous cultural heritage; and addressing practice-based questions that contribute to understanding ethical challenges in digitally preserving and presenting Indigenous heritage. The project situates 3D modeling and heritage representation as part of the larger discourse on decolonizing core methodologies in museum management and anthropological collection practices. Results from this work can be adapted to training future researchers and digital heritage management professionals and creating meaningful partnerships in heritage documentation. This research cultivates cultures of academic integrity by informing heritage management policy on the critical importance of heritage ethics for the creation and management of 3D digitization projects involving Indigenous collections. This award is funded by the Directorate of Geosciences and the Directorate of Education and Human Resources.
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TEAM MEMBERS: Medea Csoba-DeHass Lori Collins
resource project Media and Technology
The Ice Worlds media project will inspire millions of children and adults to gain new knowledge about polar environments, the planet’s climate, and humanity’s place within Earth’s complex systems—supporting an informed, STEM literate citizenry. Featuring the NSF-funded THOR expedition to Thwaites glacier, along with contributions of many NSF-supported researchers worldwide, Ice Worlds will share the importance of investments in STEM with audiences in giant screen theaters, on television, online, and in other informal settings. Primary project deliverables include a giant screen film, a filmmaking workshop for Native American middle school students that will result in a documentary, a climate storytelling professional development program for informal educators, and a knowledge-building summative evaluation. The project’s largest target audience is middle school learners (ages 11-14); specific activities are designed for Native American youth and informal science practitioners. Innovative outreach will engage youth underserved in science inspiring a new generation of scientists and investigative thinkers. The project’s professional development programs will build the capacity of informal educators to engage communities and communicate science. The Ice Worlds project is a collaboration among media producers Giant Screen Films, Natural History New Zealand, PBS, and Academy Award nominated film directors (Yes/No Productions). Additional collaborators include Northwestern University, The American Indian Science and Engineering Society, the Native American Journalism Association, a group of museum and science center partners, and a team of advisors including scientific and Indigenous experts associated with the NSF-funded Study of Environmental Arctic Change initiative.

The goals of the project are: 1) to increase public understanding of the processes and consequences of environmental change in polar ecosystems, 2) to explore the effectiveness of the giant screen format to impart knowledge, inspire motivation and caring for nature, 3) to improve middle schoolers’ interest, confidence and engagement in STEM topics and pursuits—broadly and through a specific program for Native American youth, and 4) to build informal educators’ capacity to share stories of climate change in their communities. The main evaluation questions are 1) to what extent does the Ice World film affect learning, engagement, and motivation around STEM pursuits and environmental problem solving 2) what is the added value of companion media for youth’s giant screen learning over short and longer term, and 3) what are the impacts of the culturally based Native American youth workshops.

The evaluation work will involve a Native American youth advisory panel and a panel of science center practitioners in the giant screen film’s development and evaluation process. Formative evaluation of the film will involve recruiting youth from diverse backgrounds, including representation of Native youth, to see the film in the giant screen theater of a partner site. Post viewing surveys and group discussions will explore their experience of the film with respect to engagement, learning, evoking spatial presence, and motivational impact. A summative evaluation of the completed film will assess its immediate and longer term impacts. Statistical analyses will be conducted on all quantitative data generated from the evaluation, including a comparison of pre and post knowledge scores. An evaluation of the Tribal Youth Media program will include a significant period of formative evaluation and community engagement to align activities to the needs and interests of participating students. Culturally appropriate measures, qualitative methods and frameworks will be used to assess the learning impacts. Data will be analyzed to determine learning impacts of the workshop on youth participants as well as mentors and other stakeholder participants. Evaluation of the community climate storytelling professional development component will include lessons learned and recommendations for implementation.
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TEAM MEMBERS: Deborah Raksany Karen Elinich Andrew Wood Patricia Loew
resource research Media and Technology
In this commentary we are concerned with what mainstream science communication has neglected through cultural narrowness and ambient racism: other practitioners, missing audiences, unvalued knowledge, unrecognised practices. We explore examples from First Nations Peoples in the lands now known as Australia, from Griots in West Africa and from People's Science Movements in India to help us reimagine science communication. To develop meaningfully inclusive approaches to science communication, we argue there is an urgent need for the ‘mainstream’ to recognise, value and learn from science
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TEAM MEMBERS: Summer May Finlay Sujatha Raman Elizabeth Rasekoala Vanessa Mignan emily dawson Liz Neeley Yong Lindy Orthea
resource project Media and Technology
Water is an essential, basic need. It is the sustenance for living organisms. For many Native American communities, like the Ojibwe tribes of Minnesota, water is a sacred valuable life source that permeates all aspects of their culture. In these communities, water stories are often used to communicate the value and impact of water on their lives and the lives of others. These stories signal geohydrologic, sociocultural, and sociopolitical societal shifts over time. This pilot study will explore the feasibility of using Native water stories and informal learning experiences to bring water science and issues of water sustainability to youth and public audiences. A significant outcome of the pilot will be a youth-museum-educator co-created public planetarium show and program based on the water stories collected and archived. This approach is particularly novel. It provides an entry into STEM through a dynamic, multimedia context that typically does not engage youth as co-creators of the experiences. Water Values will give voice and a public platform to youth and their communities to elevate ecological issues that are relevant and timely within their own communities. It will also promote scientific discourse through field experiences, interactions with scientists and STEM professions, and community leadership development. Further, this pilot will also test a reciprocal relationship model among its partners. Analogous feasibility research to the Water Values pilot does not exist in the current NSF portfolio. Therefore, the project will not only contribute to the emerging literature base on the intersectionality of STEM, storytelling and Native cultures, but it will also contribute to broader discourse about water health, access, management, and sustainability.

The pilot study will bring together the long standing gidakiimanaaniwigamig program, with its master teachers who are experts in culturally responsive education for Native American youth, and the Bell Museum, which has decades of experience in developing informal STEM learning programs for a broad community. Thirty-five middle school aged youth, five educators, and over 200 community members will engage in the work. During the summer residential program, youth will be exposed to STEM content and important water science concepts through field-based research and a culturally relevant, placed-based curriculum focused on water and communicating water stories. These experiences will be extended during the academic year through weekend science activities that will focus on the compilation of water stories from Native communities, especially from the Ojibwe tribes of Minnesota, and creatively integrating the stories into a fully operational youth-museum co-created public planetarium program. This capstone planetarium show and program will be piloted at the Bell Museum. With regards to the research, four overarching question will guide the study: (1) How does participation in creating water journey stories increase Native students' motivation to learn and engage with STEM, (2) How does participation in creating and presenting water journey stories build change in sociopolitical awareness among Native students? (3) How do Native community members engage with water stories for sociopolitical change and greater participation in STEM? and (4) How does collaboration between gidakiimanaaniwigamig, the Bell, and the UMN impact STEM interest and participation in students and a Native community for transformative experience? Data will be collected from the youth participants, instructors and leaders, and community members. These data will be collected from content surveys, student logs, self-reported intrinsic motivation instrument, observations, and artifacts. The results will be disseminated through various mechanisms within and beyond the target communities. Formative and summative evaluations will inform that work and will be led by an external evaluation firm, Erikkson Associates.

This feasibility study 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 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: Bhaskar Upadhyay Diana Dalbotten Jonee Brigham
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 Media and Technology
As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. In this project, the primary goal of Geo-literacy Education in Micronesia is to demonstrate the potential for effective intergenerational, informal learning and development of geo-literacy through an Informal STEM Learning Team (ISLT) model for Pacific island communities. This will be accomplished by means of a suite of six informal learning modules that blend local/Indigenous approaches, Western STEM knowledge systems, and active learning. This project will be implemented across 12 select communities in the Republic of Palau, the Federated States of Micronesia - which consists of the four States of Chuuk, Kosrae, Pohnpei, and Yap - and the Republic of the Marshall Islands. Jointly, these entities are referred to as the Freely Associated States (FAS). Geo-literacy refers to combining both local knowledge and Western STEM into a synthesized understanding of the world as a set of interconnected, dynamic physical, biological, and social systems, and using this integrated knowledge to make informed decisions. Applications include natural resource management, conservation, and disaster risk reduction. The project will: (1) demonstrate that the recruitment and development of an ISLT model is an effective method of engaging communities in geo-literacy activities; (2) increase geo-literacy knowledge and advocacy skills of ISLT participants; (3) produce and disseminate geo-literacy educational materials and resources (e.g., place-based teaching guides, geospatial data systems, educational apps, 2-D and 3-D models, and digital maps); and (4) provide evidence that FAS residents use these geo-literacy educational materials and resources to positively influence decision-making.
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TEAM MEMBERS: Corrin Barros Koh Ming Wei Danko Tabrosi Emerson Odango