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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 "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: Teon Edwards Jodi Asbell-Clarke Ibrahim Dahlstrom-Hakki Jamie Larsen Adam Lalor
resource research Public Programs
Two critical challenges in science education are how to engage students in the practices of science and how to develop and sustain interest. The goal of this study was to examine the extent to which high school youth, the majority of whom are members of racial and ethnic groups historically underrepresented in STEM, learn the skills and practices of science and in turn develop interest in conducting scientific research as part of their career pursuits. To accomplish this goal, we applied Hidi and Renninger’s well-tested theoretical framework for studying interest development in the context of
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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 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 project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
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 project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This project will advance knowledge in the design of interest triggers for science in immersive digital simulation learning games. When learners are interested in a topic, it can have a profound impact on the quality of their learning. Although much is known about how informal learning experiences can promote interest in STEM, much less research has addressed links between technology use and interest development. This Exploratory Pathways project will investigate (1) the impact of entertainment technology use by middle school learners on STEM interest development, (2) the design of interactive educational technologies created specifically to trigger interest in astronomy, and (3) informal learning resources for sustained interaction with STEM content over time. In particular, learners will have the opportunity to interactively explore the scientific consequences of considering alternative versions of Earth via "What if?" questions, such as "What if the earth had no moon?" or "What if the earth were twice its current size?". While using the simulations, learners will be invited to make observations and propose scientific explanations for what they see as different. Given recent discoveries of potentially habitable worlds throughout the Galaxy, such questions have high relevance to public discourse around space exploration, conditions necessary for life, and the long-term future of the human race. Studies will occur across three informal learning settings: museum exhibits, afterschool programs, and summer camps, and are driven by the following research questions: What technology-based triggers of interest have the strongest influence on interest? Which contextual factors are most important for supporting long-term interest development? And, what kinds of technology-based triggers are most effective for learners from audiences who are underrepresented in STEM? This research will result in an empirically tested approach for cultivating interest that will allow educators to leverage the "What if?" pedagogy in their own work, as well as downloadable materials suitable for use in both informal and formal learning settings.

Planned studies will identify features that are effective in triggering interest, with an emphasis on groups underrepresented in STEM, and elaborate on the importance of engaging learners in explanatory dialogues and in service of interest development. It is hypothesized that interacting in such novel ways can act as a trigger for interest in astronomy, physics, and potentially other areas of STEM. Design iterations will also investigate different forms of learning supports, such as guidance from facilitators, collaboration, and automated guidance available within the simulations, and identify how features vary with respect to learning contexts. Data collected will include interview and survey data to track interest development, measures of knowledge in astronomy and physics, and log files of simulation use to better understand how behaviors in the simulations align with stated interests. Results of the studies will advance the theoretical understanding of interest development and its relationship to interactive experiences, and will also have practical implications for the deployment of technology in informal settings by identifying features critical for triggering the interest of middle school learners. This 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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TEAM MEMBERS: H Chad Lane Jorge Perez-Gallego Neil Comins
resource research Public Programs
How do afterschool programs view their local public libraries? Are they working with them, and in what ways? These are the questions that the Afterschool Alliance, along with its partners at the Space Science Institute’s National Center for Interactive Learning (NCIL) and the American Library Association, wanted to answer. Overall, our goal is to build bridges between the afterschool and library fields, so that both can share knowledge and resources to better serve our youth. While our work together has primarily focused on science, technology, engineering, and math (STEM) education through
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TEAM MEMBERS: Afterschool Alliance Paul Dusenbery Robert Jakubowski Anne Holland Laine Castle Keliann LaConte
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The third season of the national PBS series, SciGirls, is the first national children’s television series and website designed to engage and educate millions of children about citizen science. In each half-hour episode, a female mentor guides a group of ethnically diverse middle school girls as they learn about citizen science protocols and collect and share data for an established citizen science project. In addition to the videos, the SciGirls website presents
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Dr. Discovery addresses the immediate and pressing need for affordable, ongoing, large-scale museum evaluation while encouraging visitors to engage deeply with museum content. The app features a front-end scientist astronaut for use by museum visitors that doubles as an unobtrusive data-gatherer as well as a back-end analytics portal for museum staff, evaluators, and researchers.
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TEAM MEMBERS: Brian Nelson