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resource project Media and Technology
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 Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Public Programs
As new technologies continue to dominate the world, access to and participation in science, technology, engineering, mathematics (STEM), and computing has become a critical focus of education research, practice, and policy. This issue is exceptionally relevant for American Indians, who remain underrepresented as only 0.2% of the STEM workforce, even though they make up 2% of the U.S. population. In response to this need, this Faculty Early Career Development Program (CAREER) project takes a community-driven design approach, a collaborative design process in which Indigenous partners maintain sovereignty as designers, to collaboratively create three place-based storytelling experiences, stories told in historical and cultural places through location-based media. The place-based storytelling experiences will be digital installations at three culturally, politically, and historically significant sites in the local community where the public can engage with Indigenous science. The work is being done in partnership with the Northwestern Band of the Shoshone Nation (NWBSN).

The principal investigator and the NWBSN will investigate: (a) what are effective strategies and processes to conduct community-driven design with Indigenous partners?; (b) how does designing place-based storytelling experiences develop tribal members' design, technical, and computational skills?; (c) how does designing these experiences impact tribal members' scientific, technological, and cultural identities? The goals are to establish a process of community-driven design, build infrastructure to support this process, and understand how this methodological approach can result in culturally-appropriate ways to engage with science through technology. The principal investigator will work with the tribe to complete three intergenerational design cycles (a design cycle is made up of multiple design iterations). Each design cycle will result in one place-based storytelling experience. The goal is to include roughly 15 youth (ages 6-18), 10 Elders, and 10 other community members (i.e. members ages 18-50, likely parents) in each design cycle (35 tribal members total). Some designers are likely to participate in multiple design cycles. The tribe currently has 48 youth ages 6-18 and the project aims to engage at least 30 across all three design cycles. Over four years of designing three different experiences, the NWBSN aims to recruit at least 100 tribal members (just under 20% of the tribe) to make contributions (as designers, storytellers, or to provide cultural artifacts or design feedback).

This CAREER award 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.

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: Breanne Litts
resource research Public Programs
The making and tinkering movement has become increasingly mainstream over the past decade, pioneered in part through the popularity of magazines like `Make', events such as Maker Faire and DIY websites including `Instructables'. Science centres and museums have been developing their own ideas, notably the Tinkering Studio at the Exploratorium. In this commentary piece, we reflect on why this movement has a strong appeal for the Life Science Centre in Newcastle upon Tyne and why we are in the process of developing a new making and tinkering space to help us enact our centre's vision to `Enrich
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TEAM MEMBERS: Elin Roberts
resource evaluation Exhibitions
Researchers from Ideum and XPRIZE Foundation recently completed a multi-site study of the way people use an innovative experience on health technologies. Funded by the Qualcomm Foundation, the team traveled to three US science centers to see how museum visitors interacted with and learned from the exhibit, which Ideum and XPRIZE designed and developed in 2018. The exhibit was funded by XPRIZE after 2017’s Qualcomm Tricorder XPRIZE competition, in which teams developed ideas for new kinds of portable medical devices. Running on a custom 65” Ideum Platform multitouch table, the experience
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resource evaluation Exhibitions
The Saint Louis Science Center (SLSC) project Bridging Earth and Mars (BEAM), based upon work supported by NASA under grant award NNX14AD08G, engages the general public and children from schools and community groups. Visitors learn of NASA’s exploration of Mars through exhibits simulating control of robotic rovers on the surface of Mars, as well as related educational programming. Two public exhibition galleries opened on November 21, 2015: (1) Mission: Mars Control, located on the second floor of the SLSC Main Building; and (2) Mission: Mars Base, located in the SLSC Planetarium Building
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TEAM MEMBERS: Carey Tisdal
resource project Public Programs
Citizen science is a form of Public Participation in Scientific Research (PPSR) in which the participants are engaged in the scientific process to support research that results in scientifically valid data. Opportunities for participation in real and authentic scientific research have never been larger or broader than they are today. The growing popularity and refinement of PPSR efforts (such as birding and species counting studies orchestrated by the Cornell Lab of Ornithology) have created both an opportunity for science engagement and a need for more research to better implement such projects in order to maximize both benefits to and contributions from the public.

Towards this end, Shirk et al. have posted a design framework for PPSR projects that delineates distinct levels of citizen scientist participation; from the least to the highest level of participation, these categories are contract, contribute, collaborate, co-create, and colleagues. The distinctions among these levels are important to practitioners seeking to design effective citizen science programs as each increase in citizen science participation in the scientific process is hypothesized to have both benefits and obstacles. The literature on citizen science models of PPSR calls for more research on the role that this degree of participation plays in the quality of that participation and related learning outcomes (e.g., Shirk et al., 2012; Bonney et al., 2009). With an unprecedented interest in thoughtfully incorporating citizen science into health-based studies, citizen science practitioners and health researchers first need a better understanding of the role of culture in how different communities approach and perceive participation in health-related studies, the true impact of intended educational efforts from participation, and the role participation in general has on the scientific process and the science outcome.

Project goal to address critical barrier in the field: Establish best practices for use of citizen science in the content area of human health-based research, and better inform the design of future projects in PPSR, both in the Denver Museum of Nature & Science’s Genetics of Taste Lab (Lab), and importantly, in various research and educational settings across the field.

Aims


Understand who currently engages in citizen science projects in order to design strategies to overcome the barriers to participation that occur at each level of the PPSR framework, particularly among audiences underrepresented in STEM.
Significantly advance the current knowledge regarding how citizen scientists engage in, and learn from, and participate in the different levels of the PPSR framework.
Determine the impact that each stage of citizen science participation has on the scientific process.
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TEAM MEMBERS: Nichole Garneau Tiffany Nuessle
resource project Public Programs
American Indian and Alaska Native communities continue to disproportionately face significant environmental challenges and concerns as a predominately place-based people whose health, culture, community, and livelihood are often directly linked to the state of their local environment. With increasing threats to Native lands and traditions, there is an urgent need to promote ecological sustainability awareness and opportunities among all stakeholders within and beyond the impacted areas. This is especially true among the dozens of tribes and over 50,000 members of the Coast Salish Nations in the Pacific Northwest United States. The youth within these communities are particularly vulnerable. This Innovations in Development project endeavors to address this serious concern by implementing a multidimensional, multigenerational model aimed at intersecting traditional ecological knowledge with contemporary knowledge to promote: (a) environmental sustainability awareness, (b) increased STEM knowledge and skills across various scientific domains, and (c) STEM fields and workforce opportunities within Coast Salish communities. Building on results from a prior pilot study, the project will be grounded on eight guiding principles. These principles will be reflected in all aspects of the project including an innovative, culturally responsive toolkit, curriculum, museum exhibit and programming, workshops, and a newly established community of practice. If successful, this project could provide new insights on effective mechanisms for not only promoting STEM knowledge and skills within informal contexts among Coast Salish communities but also awareness and social change around issues of environmental sustainability in the Pacific Northwest.

Over a five-year period, the project will build upon an extant curriculum and findings codified in a pilot study. Each aspect of the pilot work will be refined to ensure that the model established in this Innovations and Development project is coherent, comprehensive, and replicable. Workshops and internships will prepare up to 200 Coast Salish Nation informal community educators to implement the model within their communities. Over 2,500 Coast Salish Nation and Swinomish youth, adults, educators, and elders are expected to be directly impacted by the workshops, internships, curriculum and online toolkit. Another 300 learners of diverse ages are expected to benefit from portable teaching collections developed by the project. Through a partnership with the Washington State Burke Natural History Museum, an exhibit and museum programming based on the model will be developed and accessible in the Museum, potentially reaching another 35,000 people each year. The project evaluation will assess the extent to which the following expected outcomes are achieved: (a) increased awareness and understanding of Indigenous environmental sustainability challenges; (b) increased skills in developing and implementing education programs through an Indigenous lens; (c) increased interest in and awareness of the environmental sciences and other STEM disciplines and fields; and (d) sustainable relationships among the Coast Salish Nations. A process evaluation will be conducted to formatively monitor and assess the work. A cross cultural team, including a recognized Coast Salish Indigenous evaluator, will lead the summative evaluation. The project team is experienced and led by representatives from the Swinomish Indian Tribal Community, Oregon State University, Garden Raised Bounty, the Center for Lifelong STEM Learning, the Urban Indian Research Institute, Feed Seven Generations, and the Burke Museum of Natural History and Culture.

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: Jamie Donatuto Diana Rohlman Elise Krohn Valerie Segrest Rosalina James
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 evaluation Public Programs
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2015. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from a Membership study, a formative evaluation of a new Makerspace exhibition, and program evaluation of a workshop for the
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TEAM MEMBERS: Elisa Israel Sara Davis Kelley Staab Morey Group
resource research Public Programs
In April 2018, FHI 360, under the leadership of Maryann Stimmer and Merle Froschl, convened a meeting of thought leaders in Washington, D.C. to capture a “snapshot” of STEM education. They subsequently conducted additional interviews with more than 50 local and national policy leaders; public and private funders; researchers; PreK-12 and post-secondary educators; parents, and leaders of afterschool programs, science centers and youth-serving organizations. The purpose of this summary report is to identify current trends and gaps to inform research, policy, and practice in order to reinforce
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TEAM MEMBERS: Maryann Stimmer Merle Froschl
resource evaluation Media and Technology
As part of the public impacts evaluation work conducted for the Explore Science: Earth & Space activity toolkits developed and created through the NASA-funded Space and Earth Informal STEM education (SEISE) project, this summative evaluation study of the toolkits was designed to address and answer questions regarding the number and range of audiences reached by the project, visitor engagement, relevance, science identity, and their understanding around NASA’s Science Mission Directorate (SMD) content areas (astrophysics, planetary science, heliophysics, Earth science). The results are based on
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resource project Public Programs
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS: Denise Smith Gordon Squires Kathy Lestition Anya Biferno Lynn Cominsky