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resource research Public Programs
MobiLLab is a mobile science education program designed to awaken young people’s interest in science and technology (S&T). Perceived novelty, or unfamiliarity, has been shown to affect pupils’ educational outcomes at similar out-of-school learning places (OSLePs) such as museums and science centers. A study involved 215 mobiLLab pupils who responded to three surveys: a pre-preparation, at-visit, and post-visit survey. Results provide evidence for four dimensions of pupils’ at-visit novelty: curiosity, exploratory behavior, oriented feeling, and cognitive load. Findings also show that classroom
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TEAM MEMBERS: Rebecca Cors
resource evaluation Media and Technology
In March of 2016, the Exploratorium transmitted a live webcast of a total solar eclipse from Woleai, a remote island in the southwestern Pacific. The webcast reached over 1 million viewers. Evaluation reveals effective use of digital media to engage learners in solar science and related STEM content. Edu, Inc. conducted an external evaluation study that shows clear and consistent evidence of broad distribution of STEM content through multiple online channels, social media, pre-produced videos, and an app for mobile devices. IBM Watson did a deep analysis of tweets on eclipse topics that
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TEAM MEMBERS: Douglas Spencer Sasha Minsky Jediah Graham
resource evaluation Summer and Extended Camps
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) developed, implemented, and evaluated the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through this grant, the NCBYS extended opportunities for informal science learning for the direct benefit of blind students by conducting six NFB STEM2U regional programs included programs for blind youth, their parents/caregivers, blind teen mentors (apprentices), and museum educators.
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resource project Professional Development and Workshops
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. Blind youth are generally excluded from STEM learning and careers because materials for their education are often composed for sighted individuals. In this proposed Innovations in Development project, the PIs suggest that spatial acuity is an important element in order for blind persons to understand physical and mental structures. Thus, in this investigation, efforts will be made to educated blind youth in the discipline of engineering. A total of 200 blind students, ages 12-20 along with 30 informal STEM educators will participate in the program. This effort is shared with the National Federation of the Blind, Utah State University, the Science Museum of Minnesota, and the Lifelong Learning Group.

The National Federation of the Blind, in partnership with scholars from Utah State University and educators from the Science Museum of Minnesota will develop a five-year Innovations in Development project in order to broaden the participation of blind students in STEM fields through the development of instruction and accessible tools that assess and improve the spatial ability of blind youth. The partnership with the Science Museum will facilitate the creation of informal science content for students and professional development opportunities for informal educators. Evaluation will be conducted by Lifelong Learning Group of the Columbus Center of Science and Industry. Activities will begin in year one with a week-long, engineering design program for thirty blind high-school students at the Federation of the blind headquarters in Baltimore. Year two will feature two similarly sized programs, taking place at the Science Museum. While spatial ability is linked to performance in science, research has not been pursued as to how that ability can be assessed, developed, and improved in blind youth. Further, educators are often unaware of ways to deliver science concepts to blind students in a spatially enhanced manner, and students do not know how to advocate for these accommodations, leading blind youth to abandon science directions. Literature on the influences of a community of practice on youth with disabilities, as well as nonvisual tools for experiencing engineering, is lacking. This project will advance understanding of how blind people can participate in science, and how spatial ability can be developed and bolstered through informal engineering activities and an existing community of practice.
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TEAM MEMBERS: Anil Lewis Wade Goodridge
resource project Public Programs
Makerspaces and engineering design spaces have proliferated in science museums, schools, libraries, and community settings at a rapid pace. However, there is a risk that some of the same inequities that exist in the engineering field are being replicated in these settings. Research has provided evidence of persistent gaps between boys' and girls' levels of interest in engineering as it has been traditionally represented in informal learning environments, particularly in Making and engineering spaces. This Research-In-Service to Practice project intends to address this gap by employing a design-based research approach to examine if and to what extent narrative elements can interest and engage middle school girls in science, technology, engineering, and mathematics (STEM), and promote equitable, effective engineering design experiences and practices. This work is significant, as it will build upon current research and conceptual understanding of how to design narrative-rich engineering design activities for informal learning spaces, especially for girls, and within museum drop-in experiential learning contexts. It will also contribute to the evidence base regarding how girls approach and choose to persist in solving engineering design problems. 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. 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.

The New York Hall of Science (NYSCI) in collaboration with the Amazeum in Bentonville, Arkansas, the Tech Museum of Innovation in San Jose, California, the Creativity Labs at Indiana University and a team of advisors will conduct the 30-month, design-based research project in two phases. In the first phase, NYSCI will garner ongoing input from its partners to develop parallel versions of six pairs of engineering design activities, one with narrative elements and one without. These activities will be iteratively tested in NYSCI's Design Lab, a 10,000 square foot exhibition devoted to hands-on exploration of engineering design. Several research questions will be explored, focused primarily on building evidence-based design knowledge, establishing appeal and comprehensibility, and understanding facilitation. Observational and interview data will be garnered from 30 girls aged 7-14 and their family groups for each of the twelve activities developed, totaling 360 girls in the study sample. The results of the research on the paired activities will be iterative and provide insight on how narrative elements can most effectively invite girls into sustained engagement with the core engineering concepts and practices highlighted in each activity. In the second phase, formative and summative evaluation will be conducted to study the impact of the narrative and non-narrative versions of the engineering design activities on participating girls' engagement and persistence, by contrasting the quality of girls' engagement across the two types of activities while they are implemented across three museum sites. Project deliverables include journal articles reporting on project findings; documentation of activities that meet project goals; design guidelines for exhibit and curriculum developers who are interested in using narrative effectively to frame engineering design activities; and practical guidance for facilitators seeking to ensure that they are supporting girls effectively as they explore those activities.
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TEAM MEMBERS: Dorothy Bennett Katherine McMillan Susan Letourneau Peggy Monahan
resource project Exhibitions
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 study will capitalize on the increased availability and affordability of immersive interactive technologies, such as Augmented Reality devices and virtual characters, to investigate their potential for benefitting STEM learning in informal museum contexts. This project will combine these technologies to create an Augmented Reality experience that will allow middle-school youth and their families to meet and assist a virtual crew on a historic ship at the Independence Seaport Museum in Philadelphia. The players in this game-like experience will encounter technologies from the turn of the 20th century, including steam power, electricity, and wireless communication. Crew members and technologies will be brought to life aboard the USS Olympia, the largest and fastest ship in the US Navy launched in 1892. The historic context will be positioned in relation to current day technologies in ways that will enable a change in interest towards technology and engineering in middle school-age youth. This will result in a testbed for the feasibility of facilitating short-term science, technology, engineering and mathematics (STEM) identity change with interactive immersive technologies. A successful feasibility demonstration, as well as the insights into design, could open up novel ways of fostering STEM interest and identity in informal learning contexts and of demonstrating the impact of this approach. The potential benefit to society will rest in the expected results on the basic science regarding immersive interactive technologies in informal learning contexts as well as in demonstrating the feasibility of the integrated approach to assessment.

This project will use a living lab methodology to evaluate interactive immersive technologies in terms of their support for STEM identity change in middle-school age youth. The two-year design-based research will iteratively develop and improve the measurement instrument for the argument that identity change is a fundamental to learning. A combination of Augmented Reality and intelligent virtual agents will be used to create an interactive experience--a virtual living lab--in an informal museum learning exhibit that enables change interests towards technology and engineering and provides short-term assessment tools. In collaboration with the Independence Seaport Museum in Philadelphia, the testbed for the approach will be an experience that brings to life the technologies of the early 20th century aboard a historic ship. Through the application of Participatory Action Research techniques, intelligent virtual agents interacting with youth and families will customize STEM information relating to the ship's mission and performance. Topics explored will make connections with current day technologies and scientific understanding. Mixed-methods will be used to analyze interactions, interview and survey data, will form the basis for assessing the impact on youth's STEM interests. The elicitation method specifically includes assessment metrics that are relevant to the concept of learning as identity change. This assessment, through immersive interactive technologies, will target the priority areas of engagement in STEM as well as the measurement of outcomes.
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TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource research Public Programs
In this case study, we highlight the work of the Bay Area STEM Ecosystem, which aims to increase equity and access to STEM learning opportunities in underserved communities. First, we lay out the problems they are trying to solve and give a high level overview of the Bay Area STEM Ecosystem’s approach to addressing them. Then, based on field observations and interviews, we highlight both the successes and some missed opportunities from the first collaborative program of this Ecosystem. Both the successes of The Bay Area STEM Ecosystem--as well as the partners’ willingness to share and examine
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resource research Public Programs
The landscape for out-of-school STEM learning in Hong Kong is evolving. In 2017, to capture this change, the Croucher Foundation conducted a mapping exercise. This is the second annual mapping exercise conducted by the Croucher Foundation. The study reveals a rich and vibrant ecosystem for out-of-school STEM in Hong Kong with almost 2,000 discrete activities covering a very wide range of science disciplines. This second report indicates extremely rapid growth in available out-of-school STEM activities compared to 2016 and an even larger increase in the number of organisations offering out
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TEAM MEMBERS: Siu Po Lee David Foster
resource research Public Programs
The Croucher Foundation recently embarked on a research study to explore informal science learning in Hong Kong. This is the first study to focus on the out-of-school ecosystem for science learning in Hong Kong. This exploratory and investigative study identified over a thousand out-of-school STEM activities that happened between June 2015 and May 2016, including courses, workshops and exhibitions available to Hong Kong school students over this twelve-month period. The study excluded tutorials and exam-orientated courses and focused instead on activities designed to encourage an interest in
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TEAM MEMBERS: Siu Po Lee David Foster
resource project Media and Technology
The University of California, Berkeley's Lawrence Hall of Science (LHS), in partnership with the Bishop Museum in Honolulu, HI, propose to develop and evaluate curriculum-based content modules for spherical display systems. These modules will combine successful research-driven curriculum materials with the compelling nature of a spherical display to engage and inform museum visitors in the process of observing and interpreting patterns of global climate data.
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TEAM MEMBERS: Barbara Ando
resource project Public Programs
Increasingly, the prosperity, innovation and security of individuals and communities depend on a big data literate society. Yet conspicuously absent from the big data revolution is the field of teaching and learning. The revolution in big data must match a complementary revolution in a new kind of literacy, through a significant infusion of STEM education with the kinds of skills that the revolution in 21st century data-driven science demands. This project represents a concerted effort to determine what it means to be a big data literate citizen, information worker, researcher, or policymaker; to identify the quality of learning resources and programs to improve big data literacy; and to chart a path forward that will bridge big data practice with big data learning, education and career readiness.

Through a process of inquiry research and capacity-building, New York Hall of Science will bring together experts from member institutions of the Northeast Big Data Innovation Hub to galvanize big data communities of practice around education, identify and articulate the nature and quality of extant big data education resources and draft a set of big data literacy principles. The results of this planning process will be a planning document for a Big Data Literacy Spoke that will form an initiative to develop frameworks, strategies and scope and sequence to advance lifelong big data literacy for grades P-20 and across learning settings; and devise, implement, and evaluate programs, curricula and interventions to improve big data literacy for all. The planning document will articulate the findings of the inquiry research and evaluation to provide a practical tool to inform and cultivate other initiatives in data literacy both within the Northeast Big Data Innovation Hub and beyond.
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resource project Media and Technology
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
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