Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each.
A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
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.
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.
This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.
This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
From a strategic communication perspective, for any communication to be effective, it must be audience-centered, with content and delivery channels that are relevant to its intended target. When trying to reach culturally specific communities or other groups that are not otherwise connected with science research, it is crucial to partner with community members to co-create content through media that is appealing and culturally competent. This commentary considers some examples including storytelling through ‘fotonovelas’ and radio stories, community drama and serious games.
The goal of this project is to promote informal STEM education in polar research through a novel interactive learning display that uses virtual and augmented reality technology. A new display system will be developed that combines the successful techniques of touch-enabled tabletop displays with new low-cost, head-mounted display technology to deliver an immersive 3D learning experience for the IceCube Neutrino Detection system located at the South Pole. The system will provide new means for engaging the public in learning about the IceCube Neutrino Dectection system and the challenges of Antarctic research.
The proposal relies on collaboration between three groups on the University of Wisconsin- Madison campus, including the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Games Learning Society (GLS). Once developed, the display system will be installed at the Wisconsin Institutes for Discovery Town Center, a public space that attracts close to 50,000 people per year. This proposal was submitted as an Exploratory Pathways proposal, meaning that it represents a chance to establish the basis for future research, design, and development of innovations or approaches. Outcomes from this project will inform the PIs of how best to extend the system to add more 3D environments for other research locations in Antarctica. The system will be implemented in an extensible fashion so that a user can select from one of several Antarctic research station locations, not just IceCube, from the main menu of the system and suddenly be immersed in a 3D world that seeks to teach users about polar research at that location. Contents of the interactive learning display will be translated into Spanish, and users will be able to choose which language they want to use. Evaluations of the system will also inform designers about how these museum-type systems impact learning outcomes for the general public.
This project was submitted to the Advancing Informal STEM Learning (AISL) program, but will be funded by the Division of Polar Programs. AISL 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.
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 BoyetteJill HammJanice AndersonCrystal Harden
In 2009, the Monterey Bay Aquarium began looking at new ways to interpret its Seafood Watch program. This nationwide conservation program strives to educate the public about the importance of buying sustainable seafood. As part of the program, the Aquarium publishes a printed pocket guide that lists the types of seafood consumers should buy and the types they should avoid. (For more information, visit www.seafoodwatch.org.) Over the years, several zoos, aquariums and museums that partner with the Aquarium have expressed interest in displaying an exhibit to encourage more of their visitors to
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
This Communicating Research to Public Audiences proposal is based on current NSF-funded research, AST 0607505, "Asteroid Satellites and Spins." Finding NEO (near-Earth Objects) proposes an 18-month-long project to develop on-line and museum traveling exhibit-module deliverables that provide users with both video vignettes of amateur astronomers engaged in NEO asteroid studies and at least three interactive game-like experiences on the science content and processes, specifically the analysis of "lightcurves," i.e., changes in light reflectivity off of spinning asteroids. The staff of the Space Science Institute will create these products in partnership with four small science museums around the country (2 in CO, NY, WI). The on-line material will be user-accessed via current astronomy web sites that already are popular, for example, www.spaceweathercenter.org. The videos and software will be made freely available for download. All materials will be both in English and Spanish.