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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 evaluation Media and Technology
Sense-making with data through the process of visualization—recognizing and constructing meaning with these data—has been of interest to learning researchers for many years. Results of a variety of data visualization projects in museums and science centers suggest that visitors have a rudimentary understanding of and ability to interpret the data that appear in even simple data visualizations. This project supports the need for data visualization experiences to be appealing, accommodate short and long-term exploration, and address a range of visitors’ prior knowledge. Front-end evaluation
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resource research Media and Technology
With the world in the midst of the COVID-19 pandemic, families are seeking trusted and engaging sources of scientific information to help their children understand prevention, transmission, treatment, and many other topics related to COVID-19 in an effort to ease children’s fears. The goal of our NSF-funded RAPID research study is to understand how children’s science podcasts, as well as other educational products, can provide families with information to help ease children’s worries during a pandemic by increasing children’s understanding of pandemic-related science concepts, empowering
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resource research Media and Technology
With the world in the midst of the COVID-19 pandemic, families are seeking trusted and engaging sources of scientific information to help their children understand prevention, transmission, treatment, and many other topics related to COVID-19 in an effort to ease children’s fears. The goal of our NSF-funded RAPID research study is to understand how children’s science podcasts, as well as other educational products, can provide families with information to help ease children’s worries during a pandemic by increasing children’s understanding of pandemic-related science concepts, empowering
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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
resource research Public Programs
Playscapes are intentionally designed nature-focused play environments for young children where children learn through exploration, discovery, play and adult supported provocations. The primary objective of this ongoing research-in-service to practice project is to engage in a collaborative mixed methods study to investigate aspects of science, technology, engineering, and math (STEM) learning with regard to playscape design, teacher efficacy, children’s learning, and dosage effects. It builds upon a previous NSF Pathways study. The goal of this poster is to showcase the usable research and
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TEAM MEMBERS: Victoria Carr Rhonda Brown Heidi Kloos Leslie Kochanowski Sue Schlembach Catherine Maltbie
resource project Public Programs
The goal of the National Science Foundation?s Research Coordination Network (RCN) program is to advance a field or create new directions in research or education by supporting groups of investigators to communicate and coordinate their research, training and educational activities across disciplinary, organizational, geographic and international boundaries. This RCN will bring together scholars and practitioners working at the intersection of equity and interdisciplinary making in STEM education. Making is a culture that emphasizes interest-driven learning by doing within an informal, peer-led and creative social environment. Hundreds of maker spaces and maker-oriented classroom pedagogies have developed across the country. Maker spaces often include digital technologies such as computer design, 3-D printers, and laser cutters, but may also include traditional crafts or a variety of artist-driven creations. The driving purpose of the project is to collectively broaden STEM-focused maker participation in the United States through pursuing common research questions, sharing resources, and incubating emergent inquiry and knowledge across multiple working sites of practice. The network aims to build capacity for research and knowledge, building in consequential and far-reaching mechanisms to leverage combined efforts of a core group of scholars, practitioners, and an extended network of formal and informal education partners in urban and rural sites serving people from groups underrepresented in STEM. Maker learning spaces can be particularly fruitful spaces for STEM learning toward equity because they foster interest-driven, collective, and community-oriented learning in making for social and community change. The network will be led by a team of multi-institutional and multi-disciplinary researchers from different geographic regions of the United States and guided by a steering committee of prominent researchers and practitioners in making and equity will convene to facilitate network activities.

Equitable processes are rooted in a commitment to understand and build on the skills, practices, values, and knowledge of communities marginalized in STEM. The research network aims to fill in gaps in current understandings about making and equity, including the many ways different projects define equity and STEM in making. The project will survey the existing research terrain to develop a dynamic and cohesive understanding of making that connects to learners' STEM ideas, communities, and historical ways of making. Additionally, the network will collaboratively develop central research questions for network partners. The network will create a repository for ethical and promising practices in community-based research and aggregate data across sites, among other activities. The network will support collaboration across a multiplicity of making spaces, research institutions, and community organizations throughout the country to share data, methodologies, ways of connecting to local communities and approaches to robust integration of STEM skills and practices. Project impacts will include new research partnerships, a dissemination hub for research related to making and equity, professional development for researchers and practitioners, and leveraging collective research findings about making values and practices to improve approaches to STEM-rich making integration in informal learning environments. The project is funded by NSF's Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of settings. 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 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: Maria Olivares Eli Tucker-Raymond Edna Tan Jill Castek Cynthia Graville
resource research Public Programs
This Knowledge Building Report provides an overview of Project TRUE, including program implementation, as well as the research and evaluation results.
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TEAM MEMBERS: Karen Tingley Su-Jen Roberts Jason Aloisio JD Lewis J. Alan Clark Jason Munshi-South
resource research Public Programs
“Not a place for me” is often one of the main reasons people choose not to visit art museums. Such perceptions of art museums call for institutions to create wider and more diverse entry points for visitors. At the Art Institute of Chicago—envisioned by our first president as a “museum of living thought”—we seek to continually expand art historical narratives by bringing together a plurality of perspectives and voices to processes of research, scientific and creative inquiry, and to increasingly varied modes of public engagement with art. To achieve these goals we developed a multifaceted
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TEAM MEMBERS: Francesca Casadio
resource project Professional Development, Conferences, and Networks
In this virtual conference, The PEAR Institute convened over 40 practitioners and researchers to explore the power of an integrated vision of STEM and social-emotional development (SED). This conference aimed to 1) create a collaboration of out-of-school time (OST) leaders, practitioners, and researchers to map the overlays of STEM and SED; 2) identify best practices for integrated STEM-SED programming; 3) explore common existing and potential measures; and 4) identify how data is measured, communicated, and used for skills that are important to both STEM and SED. Through this collaboration, we aimed to initiate the conversations, establish partnerships, and build the capacity for assessment of STEM and SED in informal STEM learning programs.

Rather than seeking consensus, this conference sought to unearth questions and generate new ideas to lay a foundation for future research and practice, a way to inform the field about high-quality research and practice to promote cross-disciplinary collaboration and synergy between STEM and SED.

Conference deliverables include a conference report, an informal key findings webinar, and conference website (https://www.thepearinstitute.org/stem-sed-conference-2020). The website includes links to a participant directory, conference at-a-glance overview, agendas, readings, and additional resources identified during the conference.
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TEAM MEMBERS: Gil Noam Patricia Allen Christine (Kit) Klein Kristin Lewis-Warner
resource research Public Programs
This poster was presented at the 2019 Association of Science-Technology Centers (ASTC) Annual Conference. It describes the Move2Learn project, which studies embodied interactions during science learning in order to articulate design principles about how museum exhibits can most effectively encourage cognitive and physical engagement with science.
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TEAM MEMBERS: Cheryl Juarez