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resource evaluation Public Programs
Summative evaluation of one of four pieces of the Marcellus Matters: EASE project. Formative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined how effective a series of "Community Conversations" theater and dialogue/discussion events was at a) communicating natural gas development-related science content and community issues, and b) promoting audience members' openness to dialogue about natural gas development-related issues.
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resource research Exhibitions
If you follow at least one culturally minded Washington, D.C., resident on social media, you’ve likely seen images of WONDER. Launched with the reopening of the Smithsonian Institution’s newly renovated Renwick Gallery last November, the exhibition comprised nine contemporary works. (Two remain on view.) Each took over an entire gallery, filling the museum with rainbows of thread, a model of the Chesapeake Bay made from fiberglass marbles, and geometric designs fashioned from insect specimens. Irresistibly Instagrammable—the museum even posted “Photography Encouraged” signs—the
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TEAM MEMBERS: Joelle Seligson
resource project Public Programs
General Summary

Because of the siloed nature of formal educational curricula, students who opt out of STEM coursework, for whatever reason, lose the opportunity to engage with the domain of science almost entirely, thereby closing the door to the STEM workforce pipeline. This disproportionately impacts students of color and women. This project advances an alliance that consists of a consortium of community-engaged partners, including university and k-12 educational agencies, community colleges, community organizations, cultural institutions and local businesses. The project built around this alliance will leverage interdisciplinary spaces in the curriculum, particularly the humanities and social sciences, across academic levels, as a forum for integrating and applying STEM to bear on the practical, social, economic and political issues of modern life. The PIs establish a physical Community STEM Center as an anchoring institution for STEM engagement. This Center will be situated within the community that the alliance serves, bringing STEM opportunities and engagement to students instead of asking them to come where STEM education is currently provided. The activities enacted through the Community STEM Center will focus on enduring problems experienced by the communities, where students, community residents, teachers, and experts from higher education, industry and other community-based entities can come together to work on understanding them and developing evidenced centered advocacy as a means for addressing them. To facilitate the work at the Community STEM Center, the project creates a Community Ambassadors Program (CAP), leveraging participation across alliance members in partnership with the community. This Design and Development Launch Pilot will cultivate the necessary knowledgebase to develop a scalable model for implementation across diverse urban communities.

Technical Summary

This Design and Development Launch Pilot focuses on shifting the narrative of STEM education away from a solitary focus on formalized educational experiences and targets STEM content. This project develops and facilitates a parallel set of activities designed to engage under-represented students in learning how and why STEM is relevant to their lives, and approached through new and non-traditional educational dimensions. The five main objectives of this proposed pilot are to: (1) Develop a pilot alliance of community-engaged partners, including university and k-12 educational agencies, community colleges, community organizations, cultural institutions and industry;(2)Establish a physical Community STEM Advocacy Center as an anchoring institution for change embedded within the community that the pilot alliance serves; (3) Leverage interdisciplinary spaces in curricula, across academic levels, particularly the humanities and social sciences, as a forum for integrating and applying STEM to bear on the practical, social, economic and political issues of modern life; (4) Create a Community Ambassadors Program (CAP), leveraging participation across higher education pilot alliance members in partnership with the community; and (5)Conduct an evaluation of project initiatives and research regarding the usability and feasibility of a systemic approach to developing community-based, interdisciplinary pathways to broaden STEM participation pathways. Efforts to examine the impact of this community-based, interdisciplinary approach concentrates on the proximal outcomes related to STEM interest, self-efficacy and identity. Data will be collected in pre/post format across our three constituent samples: 1) Community STEM Advocacy Center participants; 2) k-12 students; and, 3) postsecondary students. Analysis of data will be conducted through MANCOVAs to account for potential co-variation among construct scores. Qualitative data will also be collected to contextualize findings and enable the development of a rich case study. At least two observations will be conducted in the Community STEM Advocacy Center and the two classroom implementations to document engagement, participant interactions and level of STEM content.
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TEAM MEMBERS: Kimberly Lawless Donald Wink Ludwig Carlos Nitsche Aixa Alfonso Jeremiah Abiade
resource project Public Programs
This project will develop culturally responsive making and makerspaces with Indigenous communities in Arizona and Utah. The investigators will work in and with these communities to design maker activities utilizing technologies that complement existing cultural practices where the communities are located. This will be done by addressing the following research questions: 1) How does the design of a community makerspace located at a community college on tribal lands differ from the design of a mobile makerspace that travels between tribal communities? What are the affordances and constraints of each model?; 2) How do high-low tech making activities implemented in these two distinct makerspaces support culturally responsive making and STEM learning in American Indian communities?; and 3) How do these new makerspaces and activities impact youth, teacher, and community conceptions of and interest in STEM learning?

By leveraging heritage craft practices, Indigenous technologies, and a mixture of high-low tech tools and materials, this project will expand the range of available maker activities and broaden our definitions of making to encompass craft practices and Indigenous technologies, which are often excluded from the maker literature and makerspaces. Through the design and development of local and mobile makerspace models serving American Indian communities, knowledge of how to design makerspaces that meet community needs and foster STEM learning will be generated. In terms of broader impact, the project will diversify making activities and makerspaces in ways that allow broadened participation in making for underserved American Indian communities. A key project goal is to critically explore making as a democratizing practice that can broaden Indigenous communities' access to and participation in STEM learning. This project is a part of NSF's Maker Dear Colleague Letter (DCL) portfolio (NSF 15-086), a collaborative investment of Directorates for Computer & Information Science & Engineering (CISE), Education and Human Resources (EHR) and Engineering (ENG).
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TEAM MEMBERS: Bryan Brayboy Yasmin Kafai Kristin Searle Breanne Litts
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work 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.
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TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
resource research Public Programs
Born from individual basement tinkerers and garage-mechanic hobbyists, the Maker Movement has evolved to support a strong community among makers. Makers increasingly gather together in makerspaces, hackerspaces, tech shops, and fab labs, where groups composed of diverse ages, genders and backgrounds are motivated to learn with and from one another how to use and combine materials, tools, processes, and disciplinary practices in novel ways. The growth of the international Maker Faires’ annual showcases of makers’ inventions and investigations have become celebrated meccas of maker culture
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resource project Media and Technology
The “Impressions from a Lost World” website and related public programs will tell the story of the 19th century discovery of dinosaur tracks along the Connecticut River Valley in Massachusetts and Connecticut. The significance of these fossils extended far beyond the emerging scientific community, as they exerted a profound effect upon American arts, religion, and culture that reverberates down to the present day. The website will use stories of real people to engage visitors to think about relationships between science and religion, amateur vs. professional scientific pursuits and the role of specialization, participation of women in science, and the impact of new scientific ideas on American culture. Website visitors will draw connections of these important humanities themes to current issues. Accompanying public programs will attract diverse audiences and build interest in the website.
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TEAM MEMBERS: Timothy Neumann
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Earth Partnership: Indigenous Arts and Sciences (IAS) refines a model for integrating Indigenous and Western STEM education utilizing a 10-step framework for ecological restoration, project-based learning, and professional development. Through community dialogues and a collaborative design process with Native Nations of Wisconsin, Earth Partnership is developing an Indigenous Arts and Sciences approach that has allowed Native participants to voice their insights
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resource evaluation Public Programs
In 2014 Poets House received a planning grant from the Institute of Museum and Library Services for Discovering the Natural World through Poetry at Libraries & Natural History Museums. Activities included discussions among the project team about how to support learning in a hybrid program; a two-day set of pilot public event experiments at the Oakland Museum of California and the Oakland Public Library; and a one-day workshop for poets, scientists, museum and library leaders, and researchers to explore the potential of poetry and science to promote deeper public connection to the natural world
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TEAM MEMBERS: John Fraser Kate Flinner
resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Indianapolis: City as a Living Laboratory (NSF Grant #DRL-1323117) examines how different public art mediums can serve as conduits for informal science learning at a city-wide scale.
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TEAM MEMBERS: John Fraser
resource project Public Programs
The New Children's Museum will launch the LAByrinth project to engage the community in the creation of a permanent art installation. The museum will convene a cross-disciplinary team to design and build the LAByrinth, a climbing structure that will serve 140,000 people annually. The museum will develop relationships with underserved families and current and future museum users, and also create an ongoing community-based exhibition development process to create sustainable mechanisms for continued community involvement. The project will introduce a new socially-engaged process for creating exhibitions, which will serve as a sustainable creative catalyst for San Diego families.
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TEAM MEMBERS: Tomoko Kuta