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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: H Chad Lane Neil Comins Jorge Perez-Gallego David Condon
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. The project's goals are to: Develop systems thinking skills in youth Increase understanding of sustainable agricultural systems Raise awareness of STEM careers related to agricultural systems Leverage scientific research models and data for educational video games Use the Corn-Water-Ethanol-Beef System as a model for interconnected Food, Energy, Water Systems (FEWS)
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TEAM MEMBERS: Deepak Keshwani
resource project Media and Technology
Water is an essential, basic need. It is the sustenance for living organisms. For many Native American communities, like the Ojibwe tribes of Minnesota, water is a sacred valuable life source that permeates all aspects of their culture. In these communities, water stories are often used to communicate the value and impact of water on their lives and the lives of others. These stories signal geohydrologic, sociocultural, and sociopolitical societal shifts over time. This pilot study will explore the feasibility of using Native water stories and informal learning experiences to bring water science and issues of water sustainability to youth and public audiences. A significant outcome of the pilot will be a youth-museum-educator co-created public planetarium show and program based on the water stories collected and archived. This approach is particularly novel. It provides an entry into STEM through a dynamic, multimedia context that typically does not engage youth as co-creators of the experiences. Water Values will give voice and a public platform to youth and their communities to elevate ecological issues that are relevant and timely within their own communities. It will also promote scientific discourse through field experiences, interactions with scientists and STEM professions, and community leadership development. Further, this pilot will also test a reciprocal relationship model among its partners. Analogous feasibility research to the Water Values pilot does not exist in the current NSF portfolio. Therefore, the project will not only contribute to the emerging literature base on the intersectionality of STEM, storytelling and Native cultures, but it will also contribute to broader discourse about water health, access, management, and sustainability.

The pilot study will bring together the long standing gidakiimanaaniwigamig program, with its master teachers who are experts in culturally responsive education for Native American youth, and the Bell Museum, which has decades of experience in developing informal STEM learning programs for a broad community. Thirty-five middle school aged youth, five educators, and over 200 community members will engage in the work. During the summer residential program, youth will be exposed to STEM content and important water science concepts through field-based research and a culturally relevant, placed-based curriculum focused on water and communicating water stories. These experiences will be extended during the academic year through weekend science activities that will focus on the compilation of water stories from Native communities, especially from the Ojibwe tribes of Minnesota, and creatively integrating the stories into a fully operational youth-museum co-created public planetarium program. This capstone planetarium show and program will be piloted at the Bell Museum. With regards to the research, four overarching question will guide the study: (1) How does participation in creating water journey stories increase Native students' motivation to learn and engage with STEM, (2) How does participation in creating and presenting water journey stories build change in sociopolitical awareness among Native students? (3) How do Native community members engage with water stories for sociopolitical change and greater participation in STEM? and (4) How does collaboration between gidakiimanaaniwigamig, the Bell, and the UMN impact STEM interest and participation in students and a Native community for transformative experience? Data will be collected from the youth participants, instructors and leaders, and community members. These data will be collected from content surveys, student logs, self-reported intrinsic motivation instrument, observations, and artifacts. The results will be disseminated through various mechanisms within and beyond the target communities. Formative and summative evaluations will inform that work and will be led by an external evaluation firm, Erikkson Associates.

This feasibility study 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, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

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: Bhaskar Upadhyay Diana Dalbotten Jonee Brigham
resource project Media and Technology
It is estimated that there could be 40 billion earth-sized planets orbiting in the habitable zones of stars in the Milky Way. Major advances in long range telescopes have allowed astronomers to identify thousands of exoplanets in recent decades, and the discovery of new exoplanets is a now a common occurrence. Public excitement for the discoveries grown alongside these discoveries, thus opening new possibilities for inspiring a new generation of scientists and engineers that may dream of one day visiting these planets. This project investigates the use of interactive, intelligent educational technologies to generate interest in STEM by allowing learners to explore and even create their own exoplanets. Research will occur across several informal learning contexts, including summer camps, after school programs, planetarium shows, and at home. The approach is based on the idea of "What if?"questions about Earth (e.g., "What if the Moon did not exist?"), designed to trigger interest in STEM and frame exploratory and elaborative discussions around hypothetical science questions that are subsequently linked to the search for habitable exoplanets. Learners are able to interact with and explore scientifically accurate simulations of alternative versions of Earth, while making observations and posing explanations for what they see. Technology-based informal learning experiences designed to act as triggers for and sustainment of interest in STEM have the potential to plug the leaky STEM pipeline, and thus have profound implications for the future of science and technology in the United States.

The project seeks to advance the science of designing technologies for promoting interest in STEM and informal astronomy education in several ways. First, the project will develop simulations for exploratory learning about astronomy and planetary science. These simulations will present hypothetical worlds based on what-if questions and feasible models of known exoplanets, thus giving learners a chance to better understand the challenges of finding a habitable world and learning about what is needed to survive there. Second, a new PBS NOVA Lab will be developed that will focus on Exoplanet education. This web-based activity has the potential to reach millions of learners and will help them understand how planets are formed and the requirements for supporting life. Learners who use the lab will have an opportunity to invent their own exoplanets and export them for first-person exploration. Third, researchers on the project will design and implement Artificial Intelligence-based pedagogical agents to support learning and promote interest. These agents will inhabit the simulations with the learner, acting as a coach and guide, and be designed to be culturally responsive and personalized based on learner preferences. Fourth, interactive exoplanet-focused planetarium shows, that will involve live interaction with simulations, will take place at the Fiske Planetarium (Boulder, CO). Finally, the project will develop a server-based infrastructure for tracking and supporting long term development of interest in STEM. This back-end will track fine-grained behaviors, including movement, actions, and communications in the simulations. Such data will reveal patterns about how interest develops, how learners engage in free-choice learning activities, and how they interact with agents and peers in computer simulations. A design-based research methodology will be employed to assess the power of these different experiences to trigger interest and promote learning of astronomy. A range of different pathways for interest in STEM will therefore be considered and assessed. Research will measure the power of these experiences to trigger interest in STEM and promote re-engagement over time. Innovation lies in the use of engaging and intelligent technologies with thought-provoking pedagogy as a method for extended engagement of diverse young learners in STEM. Project research and educational resources will be widely disseminated to researchers, designers developers and the general public via peer-reviewed research journals, conference presentations, informal STEM education networks of science museums, children's museums, Fab Labs, and planetariums, and public media such as public television's NOVA science program website.

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: H Chad Lane Neil Comins Jorge Perez-Gallego David Condon
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource project Media and Technology
As part of an overall strategy to enhance learning within informal environments, the Innovations at the Nexus of Food, Energy, and Water Systems (INFEWS) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models poised to catalyze well-integrated interdisciplinary research and development efforts within informal contexts that transform scientific understanding of the food, energy, and water systems (FEWS) nexus in order to improve system function and management, address system stress, increase resilience, and ensure sustainability. This project addresses this aim by using systems thinking and interdisciplinary integration approaches to develop a novel immersive educational simulation game and associated materials designed to highlight the role and importance of corn-water-ethanol-beef (CWEB) systems in supporting the ever increasing demands for food, energy, and water in the United States. The focus on FEWS and sustainable energy aligns well with both the INFEWS program and the sizable sustainability-related projects in the AISL program portfolio. The development and broad dissemination of a multiuser game specific to CWEB systems are particularly innovative contributions and advance for both program portfolios and their requisite fields of study. An additional unique feature of the game is the embedding of varying degrees of economic principles and decision-making along with the nuisances of cultural context as salient variables that influence systems thinking. Of note, a team of computer science, management and engineering undergraduate students at the University of Nebraska - Lincoln will be responsible for the engineering, development, and deployment of the game as their university capstone projects. If successful, this game will have a significant reach and impact on youth in informal programs (i.e., 4-H clubs), high school teachers and students in agriculture vocational education courses, college students, and the public. The impact could extend well beyond Nebraska and the targeted Midwestern region. In conjunction with the game development, mixed-methods formative and summative evaluations will be conducted by an external evaluator. The formative evaluation of the game will focus on usability testing, interest and engagement with a select sample of youth at local 4-H clubs and youth day camps. Data will be collected from embedded in-game survey questionnaires, rating scales, observations and focus groups conducted with evaluation sample. These data and feedback will be used to inform the design and refinement of the game. The summative evaluation will focus on the overall impacts of the game. Changes in agricultural systems knowledge, attitudes toward agricultural systems, interest in pursuing careers in agricultural systems, and decision making will be aligned with the Nebraska State Science Standards and tracked using the National Agricultural Literacy Outcomes (NALOs) assessment, game analytics and pre/post-test measures administered to the evaluation study sample pre/post exposure to the game.
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TEAM MEMBERS: Jeyamkondan Subbiah Eric Thompson Deepak Keshwani Richard Koelsch David Rosenbaum
resource research Media and Technology
In this chapter we present the ways in which institutional cultural differences impact the development and implementation of learning activities in informal settings. Five university-based centers for the study of chemistry worked with informal learning professionals to re-envision educational and public outreach activities about science. The projects were part of a broader effort to catalyze new thinking and innovation in informal education and chemistry centers. The set of projects illustrates the broad possibilities for informal learning settings, with projects targeting diverse audiences
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resource research Media and Technology
Within the UNAM (The National Autonomous University of Mexico) there is an institution, the Dirección General de Divulgación de la Ciencia (DGDC) devoted to the popularization of science through different media such as museums, exhibitions, journals, books, radio and TV programs, internet, workshops for children, demos, shows, plays, summer courses and outreach programs. Most of these products and materials are planned, designed and manufactured by a multidisciplinary team of professionals in the DGDC. Some of our most outstanding projects are: the creation and operation of two science museums
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TEAM MEMBERS: Elaine Reynoso Haynes
resource project Media and Technology
Journey into Space (JIS) is designed to improve student, educator, and general public understanding of earth/space science and its relationship to NASA goals and objectives through the use of a traveling GeoDome (inflatable planetarium) and engaging supporting programming at The Journey Museum. The Museum collaborates with area colleges, school districts, K-12 educators, youth serving organizations, astronomical affiliations, and others. The overall goal of JIS is to improve student, educator, and general public understanding of STEM and its relationship to NASA goals and objectives. JIS objectives are: 1) To increase student and public interest and awareness in STEM areas; 2) To increase student interest in pursuing STEM careers; 3) To improve teacher knowledge of NASA related science; 4) To increase teacher comfort level and confidence in teaching NASA related science in their classrooms; 5) To increase collaboration between informal and formal science educators; 6) To increase student and public understanding of Plains Indians ethno astronomy; and 7) To increase museum visitors’ interest and understanding of NASA related science. The Museum produced 2 films (“Cradle of Life”, “Looney Moons”) that are offered daily, 4 recurring monthly programs (Final Frontier Friday, Amazing Science, SciGirls that became Science Explorer’s Club, and Black Hills Astronomical Society meetings), summer robotics classes and teachers’ workshops, annual Earth Science Day, in addition to the GeoDome programming that has toured the region including presentations in the three poorest counties in the United States. The ethno-astronomy is underway in partnership with Oglala Lakota College and South Dakota Space Grant Consortium.
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TEAM MEMBERS: Peg Christie
resource evaluation Media and Technology
This report summarizes findings from a three-year study of the Time Team America: Science of Archeology project, funded by the National Science Foundation. The project included a series of archaeology field schools for youth, four broadcast episodes and a redesigned website with a variety of information and instructional resources. The evaluation included both formative and summative components and a mix of qualitative and quantitative methods including surveys, interviews, and focus groups. Includes interview protocol and survey.
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TEAM MEMBERS: Oregon Public Broadcasting Jennifer Borland
resource project Media and Technology
The Magnet Lab has a strong commitment to education. Through the Center for Integrating Research & Learning, the lab supports educational programming at all academic levels: K-12, technical, undergraduate, graduate and postdoctoral. Please explore the links listed to the left to find out more about the depth of our educational resources for the community, for teachers and for students as well as our unique research offerings. Our programs are designed to excite and educate students, teachers and the general public about science, technology and the world around them. All of our programs are developed in close collaboration with research scientists and educators. Housed at and partly funded by the MagLab, the Center is uniquely positioned to take advantage of the excellent resources, connections, world-class facilities and cutting-edge science the lab has to offer. We also receive generous support from the National Science Foundation and the State of Florida. The Center maintains a rigorous research agenda designed to investigate how Center programs and materials affect teachers and students. Our Mission Statement is to expand scientific literacy and to encourage interest in and the pursuit of scientific studies among educators and students of all ages through connections between the National High Magnetic Field Laboratory and the National Science Foundation, the community of Tallahassee, the State of Florida and the nation.
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TEAM MEMBERS: Roxanne Hughes
resource project Media and Technology
The Herpetology Education in Rural Places & Spaces (HERPS) project is a four-year full-scale development project designed to engage diverse North Carolina residents from the Central Piedmont, Eastern Piedmont, and Inner Coastal Plain regions of the state in conservation and field experiences focused on herpetology, the study of reptiles and amphibians. The project targets rural underrepresented groups in STEM; predominately African-Americans, Hispanics, and Lumbee Native Americans. The University of North Carolina-Greensboro and its partner organizations, Elon University and University of North Carolina-Pembroke, will partner to develop and implement all phases of the project. Ultimately, the project aims to increase knowledge of and interest in herpetology and related conservation issues, provide authentic research experiences, and better understand identity-related motivations and affordances of the casual, regular, and enthusiastic participant across project strands. HERPS builds on four pilot studies and will engage people of all ages in a broad range of herpetological activities including: (a) an annual herpetology-focused community event (HERPS Celebrations), (b) technology resources such as a project website and customized mobile applications (HERPS Cyberhub), (c) summer and year-long herpetological research experiences (HREs) for high school students and teachers, and (d) in-depth longitudinal herpetological study opportunities (e.g., box turtle study). In addition, there is separate but integrated research stand that will focus on identity and HERPS experiences, as settings for informal science learning. The identity research will study: (a) identity-related motivations and (b) identity-related affordances of casual, regular and enthusiastic participants across threads. In addition, an extensive formative and summative evaluation will be conducted using a mixed methods approach by an external evaluator. Using a multiple-entry-points approach for learning and engagement, this project could serve as a replicable model for similar efforts in other settings. In addition, the results of the identity reseach strand could fill a critical gap in the identity and informal science education research bases. With an average estimated reach of nearly 15,000 people of all ages and diverse backgrounds, the potential broader impacts of this project could be extensive.
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TEAM MEMBERS: Catherine Matthews Andy Ash Terry Tomasek Ann Somers Heidi Carlone