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resource project Media and Technology
Across the United States, individuals, organizations, and communities are wrestling with a wide array of challenging and persistent science, technology, engineering, and mathematics (STEM)-related problems. A few examples include ensuring more equitable access to STEM careers; building capacity for rural libraries to support STEM learning; and supporting greater cyber literacy among youth. The good news is that thousands of individuals, organizations, and communities are coming up with great ideas for how to confront these problems; many of them supported by the NSF. Unfortunately, most will encounter significant roadblocks to success along the way, but not because of bad ideas. Most change agents falter along the lengthy and often convoluted pathway between idea and successful execution because they bump up against barriers they do not expect or know how to overcome. This Pilot and Feasibility Study will create Learning Solutions, a multi-platform program designed to support those people and entities engaged in work that cultivates the public's understanding of, engagement with, and interest in STEM fields and STEM-related information. First, the project will systematically identify the real, but often unspoken issues that individuals, organizations, and communities run into as they work to bring about significant and impactful STEM-related change. Then, the project will assemble, curate, and make digitally available a collection of tools, resources and strategies designed to help someone understand and resolve these kinds of issues if and when they arise. By better understanding the experiences of change agents, the challenges they face, and the creative learning solutions they enact, this project will ensure that more change agents successfully access the learning know-how they need, when they need it, in curated, easy-to-digest formats. This award is funded by the Advanced Informal STEM Learning program which contributes to STEM engagement and literacy, workforce development, and educational success via supporting new approaches to and evidence-based understanding of STEM learning in informal environments. Learning Solutions will build capacity and will help more professionals successfully bring more good ideas to fruition.

The target audience for this Pilot & Feasibility phase of Learning Solutions will be STEM professionals working at the intersection of STEM and society across diverse sectors. It will focus on change agents -- individuals who want to be or who already are engaged in community-based, action-oriented STEM-related change projects, whether acting on their own, within an organization, or as part of a broader community of organizations. To achieve the goal of making STEM-related change easier to accomplish, Learning Solutions will implement a multi-step process. With input from five Critical Advisors, 20 Key Informants, and ultimately hundreds of change agents, project staff will: 1) Utilize an iterative process of in-depth interviews and broadly disseminated surveys to identify the major understandings, skills and processes that current and past STEM-related change agents have experienced as impediments to their success; 2) Determine how best to describe and categorize these issues across diverse problem spaces; 3) Select twelve issues, based on which are the most frequently mentioned and/or perceived to be the most critical or challenging, and research and curate the best and most authoritative resources responsive to these dozen issues; and finally, 4) Use a variety of platforms (e.g., social media, traditional media, digital and in print publications, podcasts, panels, and group presentations) and utilization metrics to ensure effective digital delivery of potential solutions to the selected issues. By the project's end, we will have identified some of the key challenges the STEM-related change agents who work in communities across America regularly encounter, as well as the feasibility of developing a mechanism for helping those change agents discover preexisting and readily accessible resources to assist them in resolving those challenges.

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: John H Falk Elysa Corin Stacey Sheehan
resource project Public Programs
In informal science contexts, the word tinkering describes a learning process that combines art, science, and technology through hands-on inquiry. With the growth in popularity of the making and tinkering movements nationwide, these practices are increasingly making their way into early childhood environments where they have great promise to positively impact the early STEM learning experiences of young children. This 2-day conference hosted at the Exploratorium in San Francisco will bring together stakeholders exploring applications of tinkering in informal early childhood environments. The conference will provide opportunities to explore the role, value, and challenges associated with implementing meaningful tinkering interventions in learning environments serving young children. The project seeks to 1) Convene stakeholders from the tinkering and early childhood programs; and 2) further the exploration and evolution of practitioner and researcher knowledge about tinkering in early childhood contexts. The long-term goal is to support more young children being introduced to STEM learning through tinkering's adaptable approaches to STEM-learning that align with the developmental needs of this young population.

This project will collaboratively analyze and document the state of the field of STEM-rich tinkering in informal early childhood contexts. Additionally, the project will deepen relationships across the early childhood tinkering ecosystem. Additional outcomes include an effort to provide tangible resources to the field highlighting current promising practices and future opportunities for development. The conference will also provide an understanding of how tinkering interventions may contribute to the development of STEM interest, identity and learning amongst early childhood audiences. Finally, the conference will bring together research and practitioners to explore how tinkering in early childhood settings can be used effectively to meet the needs of diverse learners including learners from underserved and underrepresented communities. The project will recruit a total of 75 participants with backgrounds in the field of tinkering and STEM learning, early childhood research, and professional development practices representing a diverse set of institutions and organizations. Research questions for the conference will focus on: 1) What types of supports and professional development do early childhood educators need to facilitate early STEM learning through tinkering? 2) What types of built environment and hands-on materials best support young children's ability to learn STEM content and practices through tinkering? 3) What types of strategies best support caregiver involvement in young children's learning? 4) What is the role of early childhood tinkering in young children?s STEM learning, interest, and identity development? 5) How can culturally and linguistically sustaining pedagogies be used to ensure equity across a diversity of young learners and their families? To answer these research questions the project will use qualitative methods before, during and post-conference. Research methods will include a landscape analysis identifying needs of participants, surveys, observations and informal interviews with participants.

This Conference award 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.

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: Mike Petrich Lianna Kali
resource project Exhibitions
The Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. An ongoing challenge to the design of effective STEM learning exhibits for diverse young children is the absence of reliable and evidence-based resources that designers can apply to the design of STEM exhibits that draw upon play as a child's primary pedagogy, while simultaneously engaging children with STEM content and processes that support development of STEM skills such as observation. To address these challenges, the project team will use a collaborative process in which learning researchers and informal STEM practitioners iteratively develop, design, and test the STEM for Play Framework that could then be applied to the design of STEM-focused exhibits that support play and STEM skill use among early learners.

This Research in Service to Practice project will address these questions: 1) What is a framework for play in early STEM learning that is inclusive of children's cultural influences?; 2) To what extent do interactions between early learners (ages 3-8) and caregivers or peers at exhibits influence the structure and effectiveness of play for supporting STEM skill development?; 3) How do practitioners link play to STEM skill development, and to what extent does a framework for play in early STEM learning assist in identifying types of play that supports early STEM skill development?; and 4) What do practitioners identify as best practices in exhibit design that support the development of STEM skills for early childhood audiences, and conversely, to what extent do practitioners perceive specific aspects of the design as influential to play? The project team will address these questions across four phases of study that will include (a) development of a critical research synthesis to inform the initial STEM for Play framework; (b) the use of surveys, focus groups, and interviews to solicit feedback from practitioners; (c) testing and revising the framework by conducting structured observations of STEM exhibits at multiple museums. The project team will use multiple analytic approaches including qualitative thematic analyses as well as inferential statistics. Results will be disseminated to children?s museums, science centers, and research communities.

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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resource project Public Programs
A makerspace is a place where participants explore their own interests and learn by creating, tinkering, and inventing artifacts through the use of a rich variety of tools and materials. This project will develop and research a flexible model for makerspaces that can be adapted to local settings to support informal STEM learning for hospitalized, chronically ill patients in pediatric environments who are predominantly youth of color from low-income backgrounds. These youth are subject to health disparities and healthcare inequities. Their frequent absence from school and other activities disrupt friendship formations, reduce their opportunities for social support, reduce their access to environments where they can feel a sense of self-agency through learning and creative activities. Through patient centered co-design, this project will build adaptable STEM makerspace environments conducive to STEM-rich learning, the exercise of self-agency, and development of STEM identity. Project design will focus on the sensitive nature of working with vulnerable populations (i.e., immunocompromised patients). The project will develop and disseminate several resources: (1) a flexible makerspace model that can be adapted to work in different pediatric settings; (2) research methods for conducting research in highly sensitive environments with and alongside young patients; and (3) professional development resources and a playbook including guidebook and facilitators guide that will articulate principles and processes for designing, implementing and sustaining makerspaces in pediatric settings. These resources will be widely disseminated through maker and other informal STEM networks.

The project will pursue two innovations. First, the project will develop the physical design of adaptable informal STEM makerspaces in pediatric settings. Second, the project will develop innovative patient-centered methodologies for studying approaches to physical design and the effects of makerspace installations for informal STEM-learning, self-agency, and STEM identity development. Using a design-based research approach, the project will investigate: (1) the extent to which physical makerspace designs support access to material, relational, and ideational resources for STEM-learning and well-being; (2) the extent to which makerspace installations, researchers, and medical care staff support patients in accessing and generating tools and other resources for personal learning and a sense of agency; and (3) the extent to which makerspace design with a focus on affording material, relational, and ideational resources provide rich opportunities for young patients to explore their own interests and cultivate STEM identities. One of the project's innovations, beyond development of adaptable makerspace model involves developing an innovative patient-centered methodology for conducting educational research toward broadening participation in STEM in highly sensitive medical care environments. The project will employ a mixed-methods research design and collect a variety of data to address these areas of research including documentation of makerspace design plans and renderings, observational data gathered through fieldnotes, video and audio recordings, informal interviews with patients, their families, and child-care staff, and patient generated artifacts. Articles for researchers and practitioners will be submitted for publication to appropriate professional journals and peer-reviewed publications.

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 Innovations in Development 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: Gokul Krishnan Maria Olivares
resource project Public Programs
While there is increased interest in youth-centered maker programs in informal educational contexts, scarce research-informed professional development exist that focus on how informal educators do or should plan and handle ongoing, just-in-time support during moments of failure. Prior research supports the important role of failure in maker programming to increase learning, resilience and other noncognitive skills such as self-efficacy and independence. The objective of this project is to address this gap through adapting, implementing, and refining a professional development program for informal educators to productively attend, interpret, and respond to youths’ experiences with failure while engaged in maker programs in informal learning contexts. In the first two years of the project, the research team will work closely with six partners to implement and refine the professional development model: The Tech Museum of Innovation, The Bakken Museum, Montshire Museum of Science, The Minneapolis Institute of Art, Thinkery, and Amazeum Children’s Museum. In the last year of the project, the team will scale-up the professional development model through partnering with an additional nine institutions implementing maker programming for youth. The professional development consists of two models. In the first model, we support one to two lead facilitators at each partnering institution through an initial three-day workshop and ongoing support meetings. In the second model, the lead facilitators support other informal educators at their institution implementing making programs for youth. This project will enhance the infrastructure for research and education as collaborations and professional learning communities will be established among a variety of informal learning institutions. The project will also demonstrate a link between research and institutional and societal benefits through shifting the connotation and perceptions of failure to be valued for its educational potential and to empower informal educators to support discomfort and struggle throughout maker programs with youth.

The three goals of this collaborative project are to (a) advance the field of informal education through a research-based professional development program specific to youths’ failures during maker programs; (b) support shifts in informal educators’ facilitation practices and perspectives around youth’s failure experiences, and (c) investigate the effects of the professional development on youths’ resilience and failure mindset. The iterative nature of this project will be informed by the collection and analysis of video data of professional development sessions and informal educators facilitating maker programs, reflective journaling, surveys regarding the professional development, and pre-post surveys from youth engaged in the maker programs. Dissemination will address multiple stakeholders, including informal educators, program developers, evaluators, researchers, and public audiences.

This Innovations in Development 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.
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resource project Public Programs
Over the past two decades the prevalence of Autism Spectrum Disorder (ASD) has nearly tripled and yet there is much to learn about serving this audience well. After high school exit, most are left to navigate the world without appropriate support or the requisite skills necessary for success. Educators working in informal science institutions (ISI) can better promote both social interaction and engagement in STEM education for individuals with ASD. A learning environment in which the learner chooses content aligned with their personal interests and where learning can be multifaceted (verbal, hands-on, fast or slow, social or solitary, directed or inquiry based, physical, etc.) is consistent with the central tenets of an evidence-based, outcome-driven approach for autism intervention. ISI educators have the desire but may not have sufficient and timely knowledge and skills to engage and support this audience. Currently, many are working at the local level to develop new programs and approaches for patrons with ASD, with little evaluation or research and not building on each other's work. The project will develop a rigorous customized professional learning experience designed to enhance capacity of ISIs broadly in ASD support techniques and strategies. The goal is to enable more inclusive opportunities for people with ASD based on current and emerging promising practices. The project's theory of action is that the ability of people with ASD to participate in traditional, mainstream experiences will improve their motivation to seek other similar opportunities, build interpersonal skills critical to successful interaction in society, formal education, and careers. This, in turn, will help individuals with ASD gain the skills and confidence needed to pursue STEM academically and professionally. The project is a collaboration between the Institute for Learning Innovation, the SciTech Institute, and the Southwest Autism Research & Resource Center (SARRC). This project is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

The pilot's main research questions are: (1) To what degree does the professional learning program support the learning outcomes in knowledge, awareness, interest, skills, attitude, and behavior change in informal science education providers? and (2) What features of the program do educators consider most effective for improving their ability to serve this audience? Four Arizona ISIs will participate in a research-based design study; their staff will also comprise the founding members of a Community of Practice aimed at sharing promising practices and promoting broader engagement among the informal science education community. The professional development (PD) will be provided by SARRC. New formative evaluation skills will support ongoing innovation and build participant capacity. Leveraging this training, the ISIs will create and test new approaches and programs, apply new skills in formative evaluation, and develop internal workplace programs to create cultures of ASD understanding. A pilot research study will recruit 20 diverse individuals with ASD who will visit each institution prior to and after the PD for staff. The research will measure the degree to which the PD impacts attendee experience as well as assess the science learning that occurred because of their visit. This project will advance collaboration between ASD experts and ISI educators to iteratively develop effective museum learning strategies. Other goals of this work are to provide important insights into (a) the current state of accessibility programs in ISI venues nationally, (b) how PD can be leveraged to help institutions reach true inclusion, and (c) initial evidenced-based approaches for inclusion of individuals on the Autism spectrum in mainstream informal environments. In addition to the research findings, deliverables include an ASD PD model, national inventory of current practices and programs that support ASD learning and participation, and the establishment of a Community of Practice.

This Innovations in Development 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: Judith Koke Jeremy Babendure Christopher Smith
resource project Professional Development, Conferences, and Networks
Various measures exist to assess learning outcomes from informal science, technology, engineering, or math (STEM) education programming, especially for youth audiences. Although there has been growing interest in the field among practitioners, researchers and evaluators for the development and implementation of shared, common STEM measures and frameworks, informal STEM learning (ISL) institutions (e.g., museums, zoos, aquaria, botanic gardens, and the like) face a unique challenge when they design and evaluate educational programs. By nature of the broad-ranging topic areas these institutions emphasize, programming seeks to reach audiences that vary in age, ability, cultural background, interest, and more. Participation also varies--for example, participants choose which in a series of exhibits they attend and how much time they spend at each. Given this planned-for variance, how do educators target appropriate learning outcomes? To what extent do outcomes map to activity complexity? How does programming success link to institutional goals? One solution may be a framework of outcome progressions. Progressions are within outcome categories (e.g., interest, attitude, knowledge, skills, behavior, science capital, etc.), the ordinal series of effects that can be mapped to programming that ranges from short duration with simple content (e.g. a hallway cart demonstration can trigger situational interest) to extended duration with complex content (e.g. a youth internship can generate well-developed personal interest). STEM educators, evaluators and researchers working in or with ISL institutions will come together to consider the utility and feasibility of an outcome progressions framework. With this framework STEM learning institution educators may be better equipped to understand the impact of their programming and how to design for it. This work will be undertaken by the COSI Center for Research and Evaluation in conjunction with the Office of Education, Outreach, and Visitor Services of the National Museum of Natural History and the PEAR Institute.

The primary aim of this multi-day virtual convening is to inform future development of the framework for outcome progressions. These progressions will reflect and accommodate outcomes targeted by existing and shared evaluation measures. The framework will provide informal educators and evaluators with (1) a way of aligning outcome expectations with programming depth and dosage; (2) outcome choices achievable with various depths of programming; (3) a strategic tool for planning institution-wide targeted outcomes across a full portfolio of institution educational programming; and (4) a tool for documenting an education department's varied outcomes across the full range of possible outcomes. To create rich and informed critical discussion, the conference will involve research consultant experts representing each outcome category; practitioners representing diverse programming; and evaluation theorists familiar with the broad needs of informal learning institutions. A conference subcommittee with expertise in culturally responsive and equitable program development and evaluation will ensure the agenda contains flexibility to generate emergent equitable and inclusive conversations. Conference participants will review and contribute to the soundness and utility of these categorizations as well as the progressions within them. These insights and inputs will inform future development of the framework as a valid and reliable tool. Deliverables include a paper summarizing the findings from the convenings and a related webinar that describes the framework and recommendations for its use. These will be shared broadly via the informalscience.org website and other professional venues.

This conference 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: Deborah Wasserman Colleen Popson Kristin Lewis-Warner Patty Allen Gil Noam Cathlyn Merrit Davis Karyl Askew
resource project Public Programs
While museums strive to be as inclusive and welcoming as possible to all visitors, data from many institutions shows that audiences are still disproportionately white, well-educated, and more affluent than the average local population. One contributing factor to the lack of progress is that staff often create programs that work to create inclusivity from their own perspective, rather than grounding the work in a broader vision of the museum experience. This project will allow for a deeper exploration of how visitors, particularly those from groups that visit less frequently, experience a museum visit, and how their sense of belonging is supported or eroded during their visit. The team believes this sense is built up or taken away through specific moments of engagement or alienation and will explore these moments that matter through the work. Through intensive work at one museum, and additional work at three other museums, the project will look for themes and insights that can help all museums to create more positive moments that matter for all audiences. Specifically, the project will result in a) insights for museums in supporting a visitor-based sense of belonging, b) shared methods for working with visitors that could be applied by other researchers to explore specifics in a particular setting, and c) grounding work to develop survey questions for use across the field. This award is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

Building on existing work around exclusion and inclusion in everyday science learning, this project aims to formally define what a sense of belonging means in the science and natural history museum context as a construct for understanding inclusivity. The research team hypothesizes that the majority of experiences in an entire museum visit have a relatively neutral effect on visitor sense of belonging; however, at times, visitors may experience positive or negative moments, and these moments that matter may influence a visitor's STEM engagement, interest, and/or identity. This exploratory work will help to develop and ground the construct of sense of belonging within the museum visitor's experiences, to identify visitor moments that matter using an equity approach that intentionally centers the experiences of visitors from underrepresented groups, and to form the basis for future research that would support the development of a fieldwide measure of sense of belonging. The research study will focus on defining the construct of sense of belonging so it 1) aligns with the research literature and 2) is grounded in the experiences of science/natural history museum visitors. Photovoice data collection method and interviews will be used with visitors ages six and above to identify moments that matter for them during a visit to a science/natural history museum. This project will create new understanding of this construct for not only science/natural history museums and the larger informal science education (ISE) field, but fill a gap in the overall literature around the construct of sense of belonging. The project will also provide new learnings for the ISE field on how to adapt and use the photovoice method to study complex constructs, such as sense of belonging, in science/natural history museums.

This Pilots and Feasibility Studies 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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resource research Public Programs
As an emerging field of theory, research, and practice, STEAM (Science, Technology, Engineering, Arts and Mathematics) has received attention for its efforts to incorporate the arts into the rubric of STEM learning. In particular, many informal educators have embraced it as an inclusive and authentic approach to engaging young people with STEM. Yet, as with many nascent fields, the conceptualization and usage of STEAM is somewhat ambivalent and weakly theorized. On the one hand, STEAM offers significant promise through its focus on multiple ways of knowing and new pathways to equitable
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TEAM MEMBERS: Sam Mejias Naomi Thompson R Mishael Sedas Mark S Rosin Elisabeth (Lissa) Soep Kylie Peppler Joseph Roche Jen Wong Mairéad Hurley Philip Bell Bronwyn Bevan
resource project Exhibitions
Very little is known about the experiences of people with learning disabilities in informal learning environments such as science centers and museums. This project will describe the ways in which engagement and intrinsic motivation for learning are and are not supported for visitors with learning disabilities, and build capacity for informal STEM education practitioners to apply this learning for the benefit of those with learning disabilities as well as any visitor who needs more support in the context of self-directed learning. Broadening participation science, technology, engineering and math (STEM) is a core goal of the National Science Foundation and its Advancing Informal STEM Learning (AISL) program. This project pursues this goal with a focus on young people with learning disabilities. As the largest group of individuals with disabilities in the United States, people with learning disabilities make up an estimated 20% of the U.S. population. Science professions offer many life- and work-related opportunities for individuals with learning disabilities, and the flexible experiences of informal learning spaces offer important opportunities to promote participation, engagement in and motivation for science. This work represents the next generation of accessible design to broaden participation in, and impacts of, informal STEM learning opportunities. This project will generate guidelines and resources to support inclusive design for this group of visitors. Resources will include a Toolkit of Visual Assets that can be shared digitally and in print with youth with learning disabilities, informal STEM practitioners, and the learning disability research and practice community.

The project will develop empirical knowledge to support informal STEM practitioners to better facilitate the inclusion of youth with learning disabilities. Using the lens of Self-Determination Theory as an explanatory framework, this research will be pursued in three phases. Self-Determination Theory describes the psychological needs that must be met, such as autonomy and feelings of efficacy, to create an environment that supports individuals' engagement in self-motivated behaviors. Phase 1 will be an exploratory study describing the engagement and motivation of adolescents (ages 10-17) with learning disabilities when experiencing varied STEM exhibits. This first phase will adapt validated scales, employ an existing observation protocol, and conduct stimulated recall interviews with youth. Phase 2 will explore, develop and investigate design strategies to improve the intrinsic motivation of youth with learning disabilities at educational STEM exhibits. This second phase will involve a set of experimental studies in which design strategies related to intrinsic motivation are manipulated to inform principles of inclusive design for visitors with learning disabilities. As in the previous phase, Phase 2 will adapt validated scales and employ an existing observation protocol. Phase 3 will focus on design charrettes in which researchers and practitioners work with high school students with learning disabilities in a co-design process. The charrettes will generate guidelines and case examples of exhibit components using Universal Design for Learning to balance varying design priorities and effectively, inclusively design exhibits for this population. This third phase will rely on qualitative coding of co-design charette artifacts, field notes and researcher reflections; member checking will play an important role in the coding process. Dissemination efforts for this project will target youth with learning disabilities, informal STEM education practitioners, and the broader field of learning disability researchers and practitioners. In addition to the exhibit design guidelines and Toolkit described above, the project will publish peer reviewed articles and develop manuscripts aimed at educational research and practice.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning 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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resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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 project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

This Innovations in Development 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: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Professional Development, Conferences, and Networks
This CAREER proposal focuses on the development of teachers' identities, which are operationalized as beliefs and practices, behaviors, and pedagogical knowledge. The PI uses a qualitative approach, occurring over two phases, to investigate the impact of formal-informal collaborations on identity development over time. The study is grounded in an ecological theoretical approach that incorporates a view of informal learning settings as learner-driven and unique in providing opportunities for interaction with objects during meaning-making experiences among groups of learners. The longitudinal research design includes collection of an array of data, including observations of teaching and learning activities, interviews, survey responses, and archival documents such as student work and videos of classroom experiences. The PI uses a narrative analysis and a grounded theoretical approach to generate themes about beliefs and practices around behaviors and pedagogical knowledge informed by informal science education experiences.

Research findings and related educational activities inform the field's understanding of best practices of integrating informal science activities into science teacher education, including determining appropriate kinds of support for STEM teachers who learn to teach in informal learning environments (ILE). The PI is integrating research findings in the revision of existing courses and the development of new courses and experiences for both new and experienced teachers. The project addresses the need for empirical evidence of impacts of ILE experiences on professional development, and will build capacity of informal science institution and university professionals to provide effective teacher education experiences and new teacher support.
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TEAM MEMBERS: Jennifer Adams