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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 project Media and Technology
The University of California Museum of Paleontology will upgrade two STEM websites that provide free resources for teachers, students, and the public for teaching and learning about evolution and the process of science. The project will allow the museum to respond more effectively to user expectations and enhance the security, functionality, and general appeal of these educational resources. In consultation with expert advisors, the project team will review and revise the content and graphics on the 30 most-accessed, high-content pages of each site to ensure that they reflect the latest research and perspectives in the field. New features will also provide more opportunities for visitor interaction with scientific data. Both front-end and formative evaluation will guide the phases of the project.
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TEAM MEMBERS: Anna Thanukos
resource research Media and Technology
Communication is an essential component to scientific inquiry, and specifically the primary literature is highly valued by scientists. Yet, the role of primary literature within scientific inquiry is generally absent from the science classroom. In this study we examined how middle and high school student perceptions of scientific inquiry changed after they engaged in a peer-review and publication process of their research papers. We interviewed twelve students who published their papers in the [Journal], a science journal dedicated to publishing the research of middle and high school students
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TEAM MEMBERS: Sarah Fankhauser Gwendolynne Reid Gwendolyn Mirzoyan Clara Meaders Olivia Ho-Shing
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
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences.

Twin Cities Public Television project on Gender Equitable Teaching Practices in Career and Technical Education Pathways for High School Girls is designed to help career and technical education educators and guidance counselors recruit and retain more high school girls from diverse backgrounds in science, technology, engineering and math (STEM) pathways, specifically in technology and engineering. The project's goals are: 1) To increase the number of high school girls, including ethnic minorities, recruited and retained in traditionally male -STEM pathways; 2) To enhance the teaching and coaching practices of Career and Technical Education educators, counselors and role models with gender equitable and culturally responsive strategies; 3) To research the impacts of strategies and role model experiences on girls' interest in STEM careers; 4) To evaluate the effectiveness of training in these strategies for educators, counselors and role models; and 5) To develop training that can easily be scaled up to reach a much larger audience. The research hypothesis is that girls will develop more positive STEM identities and interests when their educators employ research-based, gender-equitable and culturally responsive teaching practices enhanced with female STEM role models. Instructional modules and media-based online resources for Minnesota high school Career and Technical Education programs will be developed in the Twin Cities of Minneapolis and St. Paul and piloted in districts with strong community college and industry partnerships. Twin Cities Public Television will partner with STEM and gender equity researchers from St. Catherine University in St. Paul, the National Girls Collaborative, the University of Colorado-Boulder (CU-Boulder), the Minnesota Department of Education and the Minnesota State Colleges and Universities System.

The project will examine girls' personal experiences with equitable strategies embedded into classroom STEM content and complementary mentoring experiences, both live and video-based. It will explore how these experiences contribute to girls' STEM-related identity construction against gender-based stereotypes. It will also determine the extent girls' exposure to female STEM role models impact their Career and Technical Education studies and STEM career aspirations. The study will employ and examine short-form autobiographical videos created and shared by participating girls to gain insight into their STEM classroom and role model experiences. Empowering girls to respond to the ways their Career and Technical Education educators and guidance counselors guide them toward technology and engineering careers will provide a valuable perspective on educational practice and advance the STEM education field.
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TEAM MEMBERS: Rita Karl Brenda Britsch Siri Anderson
resource research Media and Technology
Digital Observation Technology Skills (DOTS) is a framework for integrating modern, mobile technology into outdoor, experiential science education. DOTS addresses longstanding tensions between modern technology and classical outdoor education by carefully selecting appropriate digital technology for educational purposes and by situating these tools in classical experiential pedagogy.
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TEAM MEMBERS: R. Justin Hougham Marc Nutter Caitlin Graham
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Media and Technology
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. In this exploratory Change Makers project, the Concord Consortium will develop, test, and evaluate a citizen science program that leverages innovative technology, such that youth engage directly with energy issues through scientific inquiry. The project will create the Infrared Street View, a citizen science program that aims to produce a thermal version of Google's Street View using an affordable infrared camera attached to a smartphone. The infrared camera serves as a high-throughput data acquisition instrument that collects thousands of temperature data points each time a picture is taken. Youth will collect massive geotagged thermal data that have considerable scientific and educational value for visualizing energy usage and improving energy efficiency at all levels. The Infrared Street View program will provide a Web-based platform for youth and anyone interested in energy efficiency to view and analyze the aggregated data to identify possible energy losses. By sharing their scientific findings with stakeholders, youth will make changes to the way energy is being used. The project will start with school, public, and commercial buildings in selected areas where performing thermal scan of the buildings and publishing their thermal images for educational and research purposes are permitted by school leaders, town officials, and property owners. In collaboration with high schools and out-of-school programs in Massachusetts, this project will conduct pilot-tests with approximately 200 students.

To contribute to advancing learning, the study will probe three research questions: 1) Under what circumstances can technology bridge out-of-school and classroom science learning and improve learning on both sides? 2) To what extent can unobtrusive assessment based on data mining support research and evaluation of student learning in out-of-school settings? and 3) To what extent can instructional intelligence built into the app used in the program help students learn in out-of-school programs and improve the quality of data they contribute to the citizen science project? Data sources for investigating these questions include students' interaction data with the app logged behind the scenes and the images they have taken, as well as results based on traditional assessments from a small number of participants. Throughout the project, staff will widely disseminate project products and findings through the Internet, science fairs, conferences, publications, and partner networks. An eight-member Advisory Board consisting of cleantech experts, science educators, and educational researchers will oversee and evaluate this project.
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TEAM MEMBERS: Charles Xie Alan Palm
resource project Media and Technology
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
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TEAM MEMBERS: Mary Miller
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource evaluation Media and Technology
From October 2015 to July 2016, Smart Start Evaluation & Research conducted a formative evaluation of a full-length film festival cut of the film The Anthropologist in order to provide feedback that improves decision-making capacity for the film’s final edit, production design, and distribution strategies in line with the project’s goals (see p. 5). SmartStart conducted focus group interviews with participants to 1) measure their initial impressions of the film and its content, and 2) provide feedback on content, edits, target audience, website, and ideas for distribution. SmartStart then
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TEAM MEMBERS: Seth Kramer Lisa Kohne Joshua Penman Erica Watson Dayo Majekodunmi