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resource project Exhibitions
History Colorado (HC) conducted an NSF AISL Innovations in Development project known as Ute STEM.
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TEAM MEMBERS: Elizabeth Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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resource evaluation Public Programs
Millions of people around the world watch live streaming wildlife cams, but they aren’t just watching: they are asking questions, trading information, and witnessing events that may be undocumented in the scientific literature. The goal of Bird Cams Lab was to design a digital space and framework enabling online communities to engage in a co-created scientific inquiry process utilizing wildlife cams to answer bird-related questions of common interest. To achieve this goal, the project engaged participants at every stage of the research process—including observation, generating and selecting
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TEAM MEMBERS: Jennifer Borland Claire Quimby Miyoko Chu Tina Phillips Rachael Mady Charles Eldermire Ben Walters David Bonter
resource research Public Programs
There is a vein of democratic idealism in the work of science museums. It is less about political democracy than epistemological democracy. As a one-time museum educator and a researcher who studies science museums, I have always thought of it in terms of an unspoken two-part motto: “see for yourself–know for yourself.” Although this strain of idealism has remained constant throughout the history of science museums, it has been interpreted differently in different eras, responding (in part) to the social upheavals of the day. In the late 1960s, for example, a new generation of self-described
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TEAM MEMBERS: Noah Weeth Feinstein
resource research Public Programs
This study researched whether and how affiliation with the Nanoscale Informal Science Education Network (NISE Net) led to change in informal science education organizations’ (ISEs) practices. The NISE Net provided an opportunity to look at how participation in a large but loosely-structured network of museums, science centers, educators, and scientists can influence museums to experience organizational change and adopt new practices. By conducting qualitative case studies of a few selected partners, this research aimed to understand the conditions that facilitate or impede the influence of
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TEAM MEMBERS: Marta Beyer Steven Guberman Stephanie Iacovelli
resource project Professional Development, Conferences, and Networks
The Center for Integrated Quantum Materials pursues research and education in quantum science and technology. With our research and industry partners, the Museum of Science, Boston collaborates to produce public engagement resources, museum programs, special events and media. We also provide professional development in professional science communication for the Center's students, post-docs, and interns; and coaching in public engagement. The Museum also sponsors The Quantum Matters(TM) Science Communication Competition (www.mos.org/quantum-matters-competition) and NanoDays with a Quantum Leap. In association with CIQM and IBM Q, the Museum hosted the first U.S. museum exhibit on quantum computing.
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TEAM MEMBERS: Robert Westervelt Carol Lynn Alpert Ray Ashoori Tina Brower-Thomas
resource project Media and Technology
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.
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TEAM MEMBERS: Kevin Ponto
resource project Media and Technology
This INSPIRE award is partially funded by the Cyber-Human Systems Program in the Division of Information and Intelligent Systems in the Directorate for Computer Science and Engineering, the Gravitational Physics Program in the Division of Physics in the Directorate for Mathematical and Physical Sciences, and the Office of Integrative Activities.

This innovative project will develop a citizen science system to support the Advanced Laser Interferometer Gravitational wave Observatory (aLIGO), the most complicated experiment ever undertaken in gravitational physics. Before the end of this decade it will open up the window of gravitational wave observations on the Universe. However, the high detector sensitivity needed for astrophysical discoveries makes aLIGO very susceptible to noncosmic artifacts and noise that must be identified and separated from cosmic signals. Teaching computers to identify and morphologically classify these artifacts in detector data is exceedingly difficult. Human eyesight is a proven tool for classification, but the aLIGO data streams from approximately 30,000 sensors and monitors easily overwhelm a single human. This research will address these problems by coupling human classification with a machine learning model that learns from the citizen scientists and also guides how information is provided to participants. A novel feature of this system will be its reliance on volunteers to discover new glitch classes, not just use existing ones. The project includes research on the human-centered computing aspects of this sociocomputational system, and thus can inspire future citizen science projects that do not merely exploit the labor of volunteers but engage them as partners in scientific discovery. Therefore, the project will have substantial educational benefits for the volunteers, who will gain a good understanding on how science works, and will be a part of the excitement of opening up a new window on the universe.

This is an innovative, interdisciplinary collaboration between the existing LIGO, at the time it is being technically enhanced, and Zooniverse, which has fielded a workable crowdsourcing model, currently involving over a million people on 30 projects. The work will help aLIGO to quickly identify noise and artifacts in the science data stream, separating out legitimate astrophysical events, and allowing those events to be distributed to other observatories for more detailed source identification and study. This project will also build and evaluate an interface between machine learning and human learning that will itself be an advance on current methods. It can be depicted as a loop: (1) By sifting through enormous amounts of aLIGO data, the citizen scientists will produce a robust "gold standard" glitch dataset that can be used to seed and train machine learning algorithms that will aid in the identification task. (2) The machine learning protocols that select and classify glitch events will be developed to maximize the potential of the citizen scientists by organizing and passing the data to them in more effective ways. The project will experiment with the task design and workflow organization (leveraging previous Zooniverse experience) to build a system that takes advantage of the distinctive strengths of the machines (ability to process large amounts of data systematically) and the humans (ability to identify patterns and spot discrepancies), and then using the model to enable high quality aLIGO detector characterization and gravitational wave searches
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TEAM MEMBERS: Vassiliki Kalogera Aggelos Katsaggelos Kevin Crowston Laura Trouille Joshua Smith Shane Larson Laura Whyte
resource project Professional Development, Conferences, and Networks
This project supports the Broader Impacts and Outreach Network for Institutional Collaboration (BIONIC), a national Research Coordination Network of Broader Impacts to support professionals who assist researchers to design, implement, and evaluate the Broader Impacts activities for NSF proposals and awards. All NSF proposals are evaluated not only on the Intellectual Merit of the proposed research, but also on the Broader Impacts of the proposed work, such as societal relevance, educational outreach, and community engagement. Many institutions have begun employing Broader Impacts support professionals, but in most cases, these individuals have not worked as a group to identify and share best practices. As a consequence, there has been much duplication of effort. Through coordination, BIONIC is expected to improve efficiency, reduce redundancy, and have significant impact in several areas: 1) Researchers will benefit from an increased understanding of the Broader Impacts merit review criterion and increased access to collaborators who can help them design, implement, and evaluate their Broader Impacts activities; 2) Institutions and research centers will increase their capacity to support Broader Impacts via mentoring for Broader Impacts professionals and consulting on how to build Broader Impacts support infrastructure, with attention to inclusion of non-research-intensive universities, Historically Black Colleges and Universities, and Hispanic- and Minority-Serving Institutions that may not have the resources to support an institutional Broader Impacts office; and 3) NSF, itself, will benefit from a systematic and consistent approach to Broader Impacts that will lead to better fulfillment of the Broader Impacts criterion by researchers, better evaluation of Broader Impacts activities by reviewers and program officers, and a system for evaluating the effectiveness of Broader Impacts activities in the aggregate, as mandated by Congress and the National Science Board. Through its many planned activities, BIONIC will ultimately help advance the societal aims that the Broader Impacts merit review criterion was meant to achieve.

The main goals of the project will be accomplished through the four specific objectives: 1) Identify and curate promising models, practices, and evaluation methods for the Broader Impacts community; 2) Expand engagement in, and support the development of, high-quality Broader Impacts activities by educating current and future faculty and researchers on effective practices; 3) Develop the human resources necessary for sustained growth and increased diversity of the Broader Impacts community; and 4) Promote cross-institutional collaboration and dissemination for Broader Impacts programs, practices, models, materials, and resources. BIONIC will facilitate collaborative Broader Impacts work across institutions, help leverage previously developed resources, support professional development, and train new colleagues to enter into the Broader Impacts field. This project will improve the quality and sustainability of Broader Impacts investments, as researchers continue to create unique and effective activities that are curated and broadly disseminated. BIONIC will create a network designed to assist NSF-funded researchers at their institutions in achieving the goals of the Broader Impacts Review Criterion. In so doing, BIONIC will promote Broader Impacts activities locally, nationally, and internationally and help to advance the Broader Impacts field.

This award is co-funded by the Divisions of Molecular and Cellular Biosciences and Emerging Frontiers in the Directorate for Biological Sciences and by the Division of Chemistry in the Directorate for Mathematics and Physical Sciences.
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resource research Public Programs
This research paper critically explores the common definitions and perceptions of Making that may potentially disenfranchise traditionally underrepresented groups in engineering. Given the aspects of engineering design that are commonly integrated into Making activities, the Maker movement is increasingly recognized as a potentially transformative pathway for young people to developing early interest and understanding in engineering. However, “what counts” as Making can often be focused heavily on electronic-based and computational forms of Making, such as activities that involve 3D printers
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resource project Public Programs
This project, a collaboration of faculty at Pratt Institute and Oregon State University, will explore how people with low to no affinity for science, technology, engineering and math (STEM) can be introduced to STEM ideas in ways that are appropriate for their cultural identity and designed to achieve reasonable outcomes that allow for continued STEM engagement. This project will study a new model, as a small scale exemplar of how science learning can be integrated into cultural events that attract audiences who do not identify themselves as interested in science or broader concepts associated with STEM. The model integrates science with art, music and play, producing live events, games, hands-on workshops, and interactive theater productions that are intended to inspire wonder and excitement. The basic principles are: to create unique opportunities for audiences to experience science in unorthodox ways, to connect with audiences at these events, and to help scientists engage a public they do not normally reach.

The goal of this project is to formally study and improve upon the practices that have been explored to date by carefully examining the implementation at two annual FIGMENT arts festivals in New York City and to determine outcomes based on three theoretical frameworks: the six strands of science engagement proposed by the National Research Council, the concept of follow-up activity, and subsequent reinforcing experiences. Initial evaluation results indicate the model is effective in advancing informal STEM learning and providing valuable public engagement with science training and experience for scientists. Participating scientists succeed in creating interest and attentiveness in audiences that do not normally engage in science, thereby opening the door for subsequent experiences. The research will be a quasi-experimental approach to test the degree to which encounters with model's learning experiences create a higher probability to actively seek subsequent science experiences. Project deliverables include a how-to guide for professionals on expanding STEM audiences targeted at cultural institutions who want to incorporate science content into their activities, and for other institutions who want to integrate their activities into cultural settings. The how-to guide will be based on the body of research and evaluations developed that will illuminate the principles behind the model.

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: Mark Rosin
resource research Exhibitions
This poster, which was presented at the Visitor Studies Association Conference in 2017, shares methods, working definitions and frameworks, and lessons-learned from Developing Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577). Through design-based research, this project is investigating the emotional state of “productive struggle,” an intensive, fruitful state of exhilaration and challenge characterized by high levels of physiological arousal along with the experience of negative emotions. The project pushes beyond the positive range of emotional
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