In fall 2019, the Bell Museum received funding via a NASA TEAM II grant to create Mars: The Ultimate Voyage, a full-dome planetarium show and accompanying hands-on activities that focus on the interdisciplinary roles that will be needed to send humans to Mars. This report from Catalyst Consulting Group presents the findings from the summative evaluation completed in March–May 2023.
This report is the summative evaluation of Moon Adventure Game. The Moon Adventure Game is a challenge-based immersive game, inspired by “escape room” experiences, which asks visitors to take on activities to help them think about what people might need to live and work on the Moon.
This project includes the development of a toolkit of new hands-on facilitated museum activities, and a mobile app with both app-based activities and do-it-yourself (DIY) activities. This evaluation report focuses on the formative evaluation of three app activities that are being added to the DIY app series.
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.
DATE:
-
TEAM MEMBERS:
Teon EdwardsJodi Asbell-ClarkeJamie LarsenIbrahim Dahlstrom-Hakki
STEM Pathways is a collaboration between five Minnesota informal STEM (science, technology, engineering, and mathematics) education organizations—The Bakken Museum, Bell Museum of Natural History, Minnesota Zoo, STARBASE Minnesota, and The Works Museum—working with Minneapolis Public Schools (MPS) and advised by the Minnesota Department of Education. STEM Pathways (logo shown in Figure 1) aims to provide a deliberate and connected series of meaningful in-school and out-of-school STEM learning experiences to strengthen outcomes for students, build the foundation for a local ecosystem of STEM
Great Lakes Science Center (GLSC), home of the NASA Glenn Visitor Center, is dedicated to sharing NASA content to inform, engage, and inspire students, educators, and the public. To further this goal, GLSC will develop a digital experience focused on collaboration and teamwork, emphasizing the benefits of a systems approach to STEM challenges. At the recently, fully renovated NASA Glenn Visitor Center, GLSC visitors will embark on an exciting mission of discovery, working in teams to collect real data from NASA objects and experiences. Mobile devices will become scientific tools as students, teachers, and families take measurements, access interviews with NASA scientists, analyze results from Glenn Research Center (GRC) test facilities, and link to NASA resources to assemble mission-critical information. This initiative will provide experiences that demonstrate how knowledge and practice can be intertwined, a concept at the core of the Next Generation Science Standards. GLSC’s digital missions will engage students and families in STEM topics through the excitement of space exploration. In addition, this project has the potential to inform the design of future networked visitor experiences in science centers, museums and other visitor attractions.
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
Mission: Moonbase is an interactive lunar colony simulation designed to inspire and educate participants of all ages. Prominently situated in the largest children’s science center at the Museum of Science & Industry (MOSI), Mission: Moonbase engages the general public as an exhibition. It also serves as an immersive, team-based experience for thousands of students in area school districts, Girl Scouts, Boy Scouts, etc. Through the use of high-tech gaming technologies in a facilitated, immersive environment, participants are challenged to operate lunar colony while learning and applying STEM (Science, Technology, Engineering, and Mathematics) knowledge and skills. Mission: Moonbase will continue to serve as an inspirational catalyst for students and families on the importance of STEM, NASA’s missions and career opportunities, and the value of space exploration in a fun, exciting way. Mission: Moonbase serves as an educational setting and dynamic experience for students and families with the support of educators and scientists with an eye on promoting a better future.
Informal Education at NASA Centers: Extending the Reach is a highly leveraged, modular, project-based approach to improving education opportunities for students, formal and informal educators, and life-long learners in NASA Ames Research Center’s local community and beyond. In partnership with the Aerospace Education, Research and Operations (AERO) Institute, NASA Ames has been developing two projects: Exploration Center Field Trips and Field Trip in a Box. California Teaching Fellows Foundation, as a sub awardee, has been expanding their After School University (ASU) program. The division has the goal of supporting NASA’s Education Outcome 2 with improved educational opportunities for all in the NASA Ames Visitor Center and opportunities to bring NASA content into the classroom to improve students understanding of STEM as well as improve teachers understanding and ability to teach NASA-related STEM topics. The division also has the goal of supporting NASA’s Education Outcome 3 by expanding ASU to include NASA-based STEM learning opportunities to 360 additional students in six rural schools as well as train 12 additional Teaching Fellows (Fresno State University future teachers). Through these objectives, NASA Ames has produced 10 Field Trip in a Box kits as well as new and expanded learning opportunities for all, especially 3rd – 8th grade classes, in the NASA Ames Visitor Center. ASU has reached 500 students in 10 schools and hosted 12-14 year old learners in a five-week computer-based flight simulation class, called Flying for Future Pilots.
The Children’s Museum developed From the Blue Planet to the Red Planet: Exploring Planetary Science to provide opportunities for students in grades 4 through 8, teachers, and families to learn about Mars exploration. The Museum partnered with the Connecticut Center for Advanced Technology (CCAT) on four teacher professional development modules related to aspects of planetary science: soil and plant study, air pressure, robotic exploration, and the comparison of Mars and Earth. Teachers who attended free workshops could bring students to the Museum for classroom and planetarium experiences. The Museum received support from Central Connecticut State University and technical advice from Phoenix Project scientists at JPL. The Museum created a timeline of Mars exploration history with video clips of milestones and an accompanying quiz kiosk. CCAT created virtual Mars drive-through experiences with which visitors could explore the planet. The Travelers ScienceDome Planetarium staff wrote, directed, and animated a full-dome planetarium program about the future study of Mars that was finished in December 2012. For over two years the Museum has sponsored free, monthly Mars Madness programs during which the general public can visit the exhibit, see a Mars-related planetarium program, and test out some of the hands-on activities developed for the school groups. The Museum hoped to reach a diverse audience, especially, those people who might otherwise not afford admission. We have produced four teacher professional development guides with hands-on activities, an exhibit for our facility, a dedicated website, and a planetarium program.
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.