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resource research Media and Technology
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: Bob Hirshon Monae Verbeke Suzanne Thurston
resource evaluation Museum and Science Center Exhibits
This project includes the development of a toolkit of new hands-on facilitated museum activities, and a mobile app with both app-based activities and do-it-yourself (DIY) activities. This evaluation report focuses on the formative evaluation of three app activities that are being added to the DIY app series. 
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resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
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 research Media and Technology
This NOVA multiplatform media initiative consisted of a 2-hour nationally broadcast PBS documentary, Polar Extremes; a 10-part original digital series, Antarctic Extremes; an interactive game, Polar Lab; accompanying polar-themed digital shorts, radio stories, text reporting, and social media content; a collection of educational resources on PBS LearningMedia; and community screening events and virtual field trips for science classrooms. Across multiple media platforms the project’s video content had nearly 13 million views. The research explored the potential for informal STEM learning
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TEAM MEMBERS: Lisa Leombruni Heather Hodges
resource project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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: Scott Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science of soundscape ecology analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater show, group activities, and websites. All components are designed with both sighted and visually impaired students in mind. Multimedia
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TEAM MEMBERS: Barbara Flagg Allan Brenman
resource research Media and Technology
The concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document an out-of-school intervention intended to direct toward intentional learning in STEM that taps interest and motivation. The investigation focused on how Ryan and Sam interacted with the designed elements of Studio STEM and whether they became more engaged to gain deeper learning about science concepts related to energy sustainability. The
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TEAM MEMBERS: Michael Evans Megan Lopez Donna Maddox Tiffany Drape Rebekah Duke
resource research Media and Technology
This CAISE report is designed to track and characterize sector growth, change and impact, important publications, hot topics/trends, new players, funding, and other related areas in Informal STEM Education (ISE) in 2017. The goal is to provide information and links for use by ISE professionals, science communicators, and interested stakeholders who want to discover new strategies and potential collaborators for project and proposal development. Designed as a slide presentation and divided into sectors, it can be used modularly or as a complete report. Each sector reports on research, events
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resource project Media and Technology
Glaciers around the world are undergoing dramatic changes. Many people, however, have a limited understanding of the scope of these changes because they are geographically distant and difficult to visualize. Although both digital learning tools and online scientific data repositories have greatly expanded over the last decade, there is currently no interface that brings the two together in a way that allows the public to explore these rapidly changing glacial environments. Therefore, to both improve public understanding and provide greater access to already existing resources, the project team will develop the Virtual Ice Explorer to encourage informal learning about glacial environments. This web application will feature an immersive virtual environment and display a suite of environmental data for an array of Earth's glacial systems. An interactive globe will allow users to select from a collection of sites ranging from polar regions to tropical latitudes. Each featured site will offer users an opportunity to interact with (1) a 3D rendering of the landscape; (2) a local map of the site; (3) historical and contemporary photographs of the site; (4) background information text describing the location, past research, and climate impacts; and (5) available environmental data. One of the most original features of the application will be its realistic, immersive 3D rendering of glacial landscapes by combining very high-resolution digital elevation models and satellite imagery with the application's built-in capabilities for immersive virtual environments. Although immersive environments often require expensive equipment, we are maximizing accessibility by developing the Virtual Ice Explorer to run in a web browser and function across various devices. Thus, the application will be available to anyone with internet access, and they can explore at their own pace.

As part of the successful development of Virtual Ice Explorer, the project team will create a platform for digital elevation models to be visualized and explored in 3D by users within the web application; curate digital elevation models, maps, images, text, and environmental data for inclusion in the web application for up to 11 geographically diverse glaciers/glacial landscapes; iteratively user-test the web application with project partners; and design the architecture of the system to readily scale to a larger collection of glaciers/glacial landscapes. To extend dissemination of the final products, the team has partnered with the U.S. Geologic Survey to showcase four benchmark glaciers in their long-term Glaciers and Climate project. In addition to improving understanding of glacier systems in informal learning environments, the project team will explore applications for spatial learning, employment of 3D environments for educational interventions, and use of Virtual Ice Explorer in formal learning environments. 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. The project also has support from the Office of Polar Programs.
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TEAM MEMBERS: Jason Cervenec Jesse Fox Julien Nicolas
resource evaluation Media and Technology
The Exploratorium’s livestream of the August 2017 Total Solar Eclipse reached over 63 million people. Live programs in English and Spanish provided an informal learning experience outside the museum. Over 2.75 million people viewed on-demand videos on eclipse science. Sixty major media providers rebroadcast the livestream telescope feed. Edu, Inc. conducted a summative evaluation of the NASA-funded project. The study reveals that the Exploratorium successfully disseminated eclipse science and STEM content through media channels and a mobile app, delivering a museum experience to online
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TEAM MEMBERS: Douglas Spencer Jediah Graham Doug Pickering