RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
Over the past few decades, the science museum field has been working toward better understanding of and approaches to designing exhibits that reflect more diverse ways of learning and knowing, and support broader participation in STEM and informal STEM learning. This project, led by the local Hawaiian community organization Institute for Native Pacific Education and Culture (INPEACE), will develop and study a Native Hawaiian/Pacific Islander (NHPI) Indigenous-led exhibit design framework.
Researchers at Arizona State University (ASU), in partnership with the Smithsonian Museum on Main Street (MoMS), the Arizona Science Center, and eight tribal and rural museum sites around Arizona, will help educate and empower communities living in the Desert Southwest on water sustainability issues through the creation of WaterSIMmersion, a mixed reality (MR) educational game and accompanying museum exhibit.
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TEAM MEMBERS:
Claire LauerScotty CraigMina Johnson-GlenbergMichelle Hale
The Arctic is warming four times faster as a result of climate change than any other region, but the impacts of this warming are not well known beyond the local communities in the region. The Alaska Pacific University (APU) will organize a one-year planning project to further develop relationships with four Indigenous communities along the Alaskan Yukon River who are experiencing environmental and social impacts from the climate crisis.
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TEAM MEMBERS:
James TemteJulie Brigham-GretteBlane De St CroixErin Marbarger
The Ka Makaiwa: Strengthening Digital Access for Native Hawaiian Futures project will develop an approach to producing online exhibits and related programming for the Bishop Museum. The project will address barriers to physical access to collections expected to continue beyond the pandemic by expanding access to information by developing a high-quality, thoughtfully designed, and user-friendly online exhibit platform. The museum will capture photographs, video footage, and other content from the (Re)Generations: Challenging Scientific Racism in Hawaii exhibition, which explores racism and bias in scientific research while celebrating Native Hawaiian voices and collaborative endeavors. The project team will test a beta version internally and conduct a thorough internal review before launching the online exhibit publicly.
The Rochester Museum and Science Center and partners will plan, design, fabricate, and evaluate its new Water Worlds exhibition using a hybrid exhibition model that integrates hands-on science and interactive technology with authentic collections objects in immersive environments. Reimagining the gallery in this way will allow the museum’s professional staff to work with outside experts in the sciences—including environmental science, sustainability, water resources, and climate—to create a unified watershed-themed narrative for the gallery. Hands-on, inquiry-focused exhibits will inspire visitors to explore the Lake Ontario watershed and analyze critical local issues including water pollution, flooding, invasive species, and the impact of a changing climate on local waterways, as well as innovative solutions to these challenges.
The Fairbanks Museum and Planetarium will design, produce, and install Science Alive—a 1,500-square-foot astronomy and meteorology exhibit—as well as develop and implement supporting programs to promote lifelong learning through participation in scientific explorations. Science Alive will leverage the museum’s strengths in meteorology and astronomy by translating these core competencies into dynamic and relevant exhibits and programs. It also will address the community’s STEM educational deficiencies through science methodologies and content. The project’s exhibition and programming components will benefit students, visitors, and the community.
The McWane Science Center (MWSC) will create a new exhibition experience entitled “Dropping Science: Hip-Hop Interactive” that will capture the elements of the popular music genre using interpretive experiences. Project activities include exhibit content development; development of a formal evaluation plan; exhibit prototyping; remedial evaluation, and a final exhibit design plan. An important project goal is to develop the process for creating lasting, reciprocal relationships with the local African American community and throughout the region, thus creating an exhibit space that connects underrepresented audiences to STEM and establishes MWSC as a true community partner. The outcome of this project will be a new interactive experience that was co-developed with and representative of MWSC’s local community that helps MWSC connect with and engage local visitors in science through a more culturally and personally relevant lens.
This project is designed to support collaboration between informal STEM learning (ISL) researchers, designers, and educators with sound researchers and acoustic ecologists to jointly explore the role of auditory experiences—soundscapes—on learning. In informal STEM learning spaces, where conversation advances STEM learning and is a vital part of the experience of exploring STEM phenomena with family and friends, attention to the impacts of soundscapes can have an important bearing on learning. Understanding how soundscapes may facilitate, spark, distract from, or even overwhelm thinking and conversation will provide ISL educators and designers evidence to inform their practice. The project is structured to reflect the complexity of ISL audiences and experiences; thus, partners include the North Park Village Nature Center located in in a diverse immigrant neighborhood in Chicago; Wild Indigo, a Great Lakes Audubon program primarily serving African American visitors in Midwest cities; an after-school/summer camp provider, STEAMing Ahead New Mexico, serving families in the rural southwest corner of New Mexico, and four sites in Ohio, MetroParks, Columbus Zoo and Aquarium, Franklin Park Conservatory and Botanical Gardens, and the Center of Science and Industry.
Investigators will conduct large-scale exploratory research to answer an understudied research question: How do environmental sounds impact STEM learning in informal learning spaces? Researchers and practitioners will characterize and describe the soundscapes throughout the different outdoor and indoor exhibit/learning spaces. Researchers will observe 800 visitors, tracking attraction, attention, dwell time, and shared learning. In addition to observations, researchers will join another 150 visitors for think-aloud interviews, where researchers will walk alongside visitors and capture pertinent notes while visitors describe their experience in real time. Correlational and cluster analyses using machine learning algorithms will be used to identify patterns across different sounds, soundscapes, responses, and reflections of research participants. In particular, the analyses will identify characteristics of sounds that correlate with increased attention and shared learning. Throughout the project, a team of evaluators will monitor progress and support continuous improvement, including guidance for developing culturally responsive research metrics co-defined with project partners. Evaluators will also document the extent to which the project impacts capacity building, and influences planning and design considerations for project partners. This exploratory study is the initial in a larger research agenda, laying the groundwork for future experimental study designs that test causal claims about the relationships between specific soundscapes and visitor learning. Results of this study will be disseminated widely to informal learning researchers and practitioners through workshops, presentations, journal articles, facilitated conversations, and a short film that aligns with the focus and findings of the research.
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TEAM MEMBERS:
Martha MersonJustin MeyerDaniel Shanahan
Artificial intelligence (AI) is in many of our everyday activities—from unlocking phones to running Internet searches to parking cars. Yet, most instruction on how AI works is only in computer science courses. The unique role that AI plays in making decisions that affect human lives heightens the need for education approaches that promote public AI literacy. Little research has been done to understand how we can best teach AI in informal learning spaces. This project will engage middle school age youth in learning abouts AI through interaction with museum exhibits in science and technology centers. The exhibits employ embodied interactions and creative making activities that involve textiles, music making, and interactive media. The research will build on three exhibit prototypes that teach about concepts including bias in data in machine learning, AI decision-making processes, and how AI represents knowledge. Female-identifying and Title 1 youth will be recruited as participants during the exhibit design iterations and testing. 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
Researchers will explore two key research questions: 1) How can the design of interactive museum exhibits encourage interest development in and learning about AI among learners without a Computer Science background by using embodiment and creative making? and 2) How do embodied interaction and creative making mediate learning about AI in informal learning environments? The project will take a design-based research approach, iteratively building on existing exhibit prototypes and testing them in-situ with learners. Data sources and modes of analysis will include retrospective surveys to assess interest, content knowledge gain, creativity, learning talk analysis of audio recordings, and coding of embodied movements in video recordings. Learning talk analysis will identify instances of joint sensemaking during naturalistic interactions with our exhibit to reveal connections between sensemaking talk; learners' behaviors and embodied actions during real-time collaborative knowledge building; and outcomes in knowledge, interest, and creativity measures as elicited in retrospective surveys. The final set of exhibits will be rigorously evaluated with over 500 museum visitors. The key contributions of this work will include a set of rigorously tested exhibits, publicly available exhibit designs, a set of design guidelines for developing AI literacy museum exhibits, and an improved understanding of the relationship between AI-related learning and interest development, embodiment, and creativity.
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TEAM MEMBERS:
Brian MagerkoDuri LongJessica Roberts
The Wyoming State Museum will implement an exhibit plan developed with content experts from across the state to produce a Prehistoric Wyoming exhibit. The exhibit will explore the prehistory of Wyoming, with a special focus on the age of dinosaurs, and will serve the needs of the museum’s three main visitor groups—local families, out-of-state tourists, and students on field trips—as determined through formative surveys and visitor feedback. Visitors will learn about the geological forces that shaped the Wyoming landscape visible today, examine the different plants and animals that have called Wyoming home through the ages, and discover the history of fossil hunters in Wyoming.
The Museum of Science and Industry, Chicago will conduct a research study that measures a sense of belonging for museum guests, helping museums identify and address social exclusion issues. Project activities include developing and testing a survey instrument with museum visitors along with a comparison group of non-museum goers, culminating in the production of the final instrument, a user's guide, and a template to analyze findings. The project will involve nine museums of various types, sizes, audience demographics, and geographic locations collaborating to collect and analyze data and then share the project results with the broader museum community. Project activities will result in an increase in museum staff's awareness of their audience's sense of inclusion, leading to museums that are more responsive and relevant to their communities.