There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.
The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.
By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.
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:
Todd BoyetteJill HammJanice AndersonCrystal Harden
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.
In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).
Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
In late 2012, Providence Children’s Museum began a major three-year research project in collaboration with The Causality and Mind Lab at Brown University, funded by a grant from the National Science Foundation (1223777). Researchers at Brown examined how children develop scientific thinking skills and understand their own learning processes. The Museum examined what caregivers and informal educators understand about learning through play in its exhibits and how to support children’s metacognition – the ability to notice and reflect on their own thinking – and adults’ awareness and appreciation of kids’ thinking and learning through play. Drawing from fields like developmental psychology, informal education and museum visitor studies, the Museum’s exhibits team looked for indicators of children’s learning through play and interviewed parents and caregivers about what they noticed children doing in the exhibits, asking them to reflect on their children’s thinking. Based on the findings, the research team developed and tested new tools and activities to encourage caregivers to notice and appreciate the learning that takes place through play.
Discover NASA is the Discovery Museum’s endeavor to engage students in grades K through 12 as well as members of the general public in innovative space science and STEM-focused learning through the implementation of two modules: upgrades to the Challenger Learning Center, and the creation of K through 12 amateur rocketry and spacecraft design programming. The programming will be piloted at the Discovery Museum and Planetarium, and at the Inter-district Discovery Magnet School and the Fairchild-Wheeler Multi-Magnet High School, with an additional strategic partnership with the University of Bridgeport, which will provide faculty mentors to high school seniors participating in the rocketry program. Through these two modules, the Discovery Museum and Planetarium aims to foster an early interest in STEM, increase public awareness about NASA, promote workforce development, and stimulate an interest in the future of human space exploration. Both modules emphasize design methodologies and integration of more advanced space science into the STEM curriculum currently offered by Discovery Museum to visitors and public schools. The Challenger Learning Center upgrades will enable the Museum to deliver simulated human exploration experiences related to exploration of the space environment in Low Earth Orbit and simulated human exploration of Moon, Mars, and beyond, which will increase public and student awareness about NASA and the future of human space exploration. The development of an amateur rocketry and spacecraft development incubator for education, the general public, and commercial space will stimulate the development of key STEM concepts.
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TEAM MEMBERS:
Alan Winick
resourceprojectProfessional Development, Conferences, and Networks
Arkansas State University (ASU) Museum will offer engaging STEM (Science, Technology, Engineering, and Math) learning experiences for children, at-risk youth, and teachers through three years of membership in the Arkansas Discovery Network, a coalition of seven Arkansas museums that develops and shares children's exhibits. Membership in the network will entitle ASU to nine high-quality, hands-on, STEM-based exhibits that promote "learning by doing" and the needed training in their STEM programming for educators. ASU Museum staff will build substantially upon these exhibits by developing many new and engaging tours, gallery activities, and programs that ensure STEM content registers in learners. This project will enable the museum to offer exceptional experiences with the potential to change attitudes about the value of learning in the targeted audiences in Northeast Arkansas.
The Long Island Children's Museum, in partnership with the Westbury School District, will expand its Westbury STEM Partnership program to provide additional professional development and ongoing support for teachers, and experiential STEM (science, technology, engineering, and math) learning opportunities for both first- and second-grade students in their classrooms and at the museum. The program will support inquiry-based, hands-on STEM learning in a high-need school district neighboring the museum, provide professional development to teachers, bring students to the museum to experience exhibits and programs, and make the museum's education staff available to educators for mentoring and content support as they integrate new teaching strategies into their classrooms. The project will promote improved STEM teaching and student learning by supporting teachers in integrating inquiry-based teaching strategies, enriching experiential learning for students both in and out of the classroom, and strengthening local school and community partnerships.
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project that uses museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities.
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
The goal of this project is to advance STEM education in Hawaii by creating a series of educational products, based on NASA Earth Systems Science, for students (grades 3-5) and general public. Bishop Museum (Honolulu HI) is the lead institution. NASA Goddard Space Flight Center is the primary NASA center involved in the project. Partners include Hawaii Department of Education and a volunteer advisory board. The evaluation team includes Doris Ash Associates (UC Santa Cruz) and Wendy Meluch of Visitor Studies Inc. Key to this project: the NASA STEM Cohort, a team of six current classroom teachers whom the Museum will hire. The cohort will not only develop curricula on NASA earth science systems but also provide guidance to Bishop Museum on creating museum educational programming that best meets the needs of teachers and students. The overall goal of Celestial Islands is to advance STEM education in Hawaii through the use of NASA Earth Science Systems content. Products include: 1) combined digital planetarium/Science on a Sphere® program; 2) traveling version of that program, using a digital planetarium and Magic Planet; 3) curricula; 4) new exhibit at Bishop Museum on NASA ESS; 5) 24 teacher workshops to distribute curricula; 6) 12 community science events. The project's target audience is teachers and students in grades 3-5. Secondary audiences include families and other members of the general public. A total of 545,000 people will be served, including at least 44,000 students.