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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource project Public Programs
The Cleveland Museum of Natural History will implement “SLAM Dunk,” a multidisciplinary initiative centered around Dunkleosteus terrelli, the largest predator and one of the fiercest creatures alive in the Devonian “Age of Fishes,” and for which the museum hold the best-preserved fossils. Each East Cleveland City Schools Kindergarten, 1st grade, and 2nd grade class will visit the museum for extended programming twice each school year. Museum educators will visit classrooms three times each school year. Museum staff will work with East Cleveland teachers on professional development offerings to increase teachers’ comfort level working with science content. Each school will receive an Educator Resource Center membership along with books and STEM materials. The museum will organize a family day at the museum each spring and provide scholarships for rising 3rd grade students to attend the museum’s week-long summer camps.
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TEAM MEMBERS: Renata Brown
resource project Public Programs
The Arizona-Sonora Desert Museum will partner with the Flowing Wells Unified School District on “We Bee Scientists,” a program to engage students in grades K–6 in real-world science by learning about bees—the most important group of pollinators. They plan to create a curriculum and related activities aligned with the Arizona science standards. The program is an expansion of the Tucson Bee Collaborative, which empowers community scientists from “K to grey” to contribute to ecosystem health and understanding through the study of native bees. The museum also will partner with Pima Community College and the University of Arizona on the program, which will involve volunteers and high school, college, and university students in documenting the abundance and diversity of native bees.
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TEAM MEMBERS: Debra Colodner
resource project Public Programs
The Whaling Museum & Education Center will expand its educational programming to benefit underserved and high-risk students in grades 2 to 5, as well as their teachers and families. The museum will develop, implement, market, and evaluate core components of its programming to reach nearly 3,000 students and 50 teachers. Museum educators will present hands-on activities in nearby schools, using real and replica artifacts and other learning materials. They will also deliver workshops for teachers at the museum to help them incorporate primary resources from the museum's collection into their curricula. A family day event will showcase what students learned from the in-class visit through displays of art projects and science posters. Other project activities will include free afterschool library programs exploring STEAM and history topics and an increase in the number of scholarships to the museum's summer camp program.
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TEAM MEMBERS: Brenna McCormick-Thompson
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 evaluation Public Programs
NSF generously funded the Science Museum of Minnesota's exploration of whether or not the "theatrical gaming" technique could improve visitors' understanding of complex topics requiring conceptual shifts--topics like evolution. COVID disrupted our formal evaluation plans, but this report offers finding and guidance/best practices for other informal education institutions interested in developing this type of experience. Individual sections discuss our particular, three-phased project, theatrical gaming as a technique, storytelling, gaming, technology, and evaluation.
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TEAM MEMBERS: Liza Pryor Zdanna King Stephanie Long Trygve Nordberg
resource evaluation Media and Technology
The Lineage project was a collaboration between Twin Cities Public Television and the Smithsonian’s National Museum of Natural History. The project included creation of a feature-length video program, a Virtual Reality game, and a set of hands-on activities designed for use by multigenerational audiences—all of which were incorporated as part of a series of seven Fossil Festival events at museums and other sites around the United States. This report presents findings from a set of external evaluation studies that examined impacts on families who participated in Fossil Festival events as well
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TEAM MEMBERS: Jennifer Borland
resource project Media and Technology
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Despite the rich scientific evidence of adaptations and their evolutionary basis, there are concerning public misconceptions about evolution, processes of natural selection, and adaptations in the biodiverse world. Such misconceptions begin early. Younger elementary school children are often resistant to the idea that one “kind” of animal could descend from a completely different kind of animal, and they see features as having always existed. Other misconceptions lead to an inaccurate belief that changes in individual organisms acquired in a lifetime are passed directly on to offspring or that entire populations transform as a whole. These cognitive biases and "intuitive” misunderstandings can persist into adulthood. This Innovations in Development project will counter that narrative through an informal science project focusing on the blue whale one of nature’s most spectacular stories of adaptation. It is a species that lives life at extremes: a long-distance migrator, a deep diver, an extravagant eater, the largest animal to ever exist. With its awe-inspiring size and rich mosaic of anatomical, physiological, and behavioral specializations, it serves as a bridge to an enriched understanding of universal concepts in elementary biology and can begin to dispel the deeply rooted misconceptions. The project deliverables include a giant screen film documenting the field work of research scientists studying the blue whales in the Indian Ocean and Gulf of Mexico; multi-platform educational modules and programs that will build on the blue whale content from the film for use in science center programs and rural libraries; and professional development webinars that will offer content utilization and presentation skills for ISE facilitators. Project partners include California Science Center, STAR Library Education Network, HHMI Tangled Bank Studios and SK Films.

The external evaluation studies will gather data from 20 participating rural libraries and 6 science museums. A formative evaluation of the film will be conducted in a giant screen theater setting with 75 families. After viewing a fine-cut version of the film they will complete age-appropriate post-viewing surveys on the film’s engagement, storytelling, content appeal and clarity, and learning value in communicating key science concepts. An external summative evaluation will include three studies. Study 1 will assess the implementation of the project at the 26 organizations, addressing the question: To what extent is the project implemented as envisioned in the libraries and science center settings? Baseline information will be collected, and later partners will complete post-grant surveys to report on their actual implementation of the project elements. In addition, the study will examine outcomes relating to professional development. Study 2 will be an evaluation of the film as experienced by 400 youth and parents in science centers and examining the question: To what extent does experiencing the film engage youth and parents and affect their interest, curiosity, and knowledge of blue whales, adaptations, and the scientific process? Study 3 will examine: To what extent and how does experiencing an educational module (virtual field trips, hands on activities, augmented reality) affect youth and parents’ interest, curiosity, and knowledge of adaptations and scientific process?
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TEAM MEMBERS: Charles Kopczak Gretchen Bazela
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 research, approaches, and resources for use in a variety of settings.

This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. The project will develop and research an integrated package of high-quality, widely accessible media and other outreach materials designed to engage middle school youth, educators, and libraries in learning about viruses in relation to COVID-19. There is an immediate need to provide youth with accurate, engaging, and accessible materials to help them understand the basic biology underlying the COVID-19 pandemic, including the routes of COVID-19 transmission and mechanisms to prevent its spread. This is particularly important for those without science backgrounds or interests so that the rumors, hearsay, and gossip circulating among youth can be replaced with research-based information. Since 2007, the project team and partners have focused on developing and studying new ways of educating youth and the public about biology, virology, and infectious disease. The project will develop a web-accessible package of customizable graphics, illustrated stories, and essays--all of which can be easily incorporated into free-choice and directed on-line learning as well standards-based lesson plans for Grades 6-8. These resources will be disseminated broadly and at no cost to youth and educators of all kinds, including schools, libraries, museums, and other established networks for formal and informal science education. The project web package will be linked to multiple websites that serve as important educational resources on science and virology for youth, the general public, and educators. A prominent university press will publish and promote the illustrated stories and support distribution of 7,000 free copies.

The project will conduct research examining how richly-illustrated science narratives impact youth understanding of and curiosity about science. The research will help develop the foundation for better understanding how to educate youth about COVID-19 (and future pandemics) while generating new knowledge about effective methods for public science outreach during a major unanticipated natural event. For formative evaluation, the project will use an innovative rapid response feedback method. Youth will be invited to provide timely, specific comments on the serialized stories through a curated portal. As new excerpts are related online, different questions will be posed to youth who are selected because of specific characteristics (e.g., low or high initial science interest). These data will guide story development in real time and provide a mechanism to gauge the story appeal, comprehensibility, and initial impacts. The project will address two research questions: (1) How effective are illustrated stories in having positive impacts among participants on COVID-19 knowledge, science identity, attitudes, and interest in science careers?; and (2) How do story lines and characters have differential impacts on virus knowledge, epidemiology, and youth attitudes towards science and science careers? To conduct this research, the project will conduct online surveys using adapted items from prior research conducted by the project team. Additional items will assess COVID-19 knowledge, attitudes, personal experiences with the virus, well-being, and exposure to public health messaging about the virus. Research findings will be shared widely to inform the field about new ways delivering science education content during the advent of rapidly evolving global and educational 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: Judy Diamond Julia McQuillan Patricia Wonch Hill Elizabeth VanWormer
resource project Public Programs
Exploratorium’s The Phenomenal Genome: Evolving Public Understanding of Genetics in the Post-Mendelian Era project addresses the increasing need to develop genomic literacy in the public at large. The explosion of genomics research over the past two decades has led to an increasingly complex picture of the determinants of human health and human phenotypes, and the applications of this research are now making their way into the clinic, the media, and the hands of consumers. The goal of this project is to create a model for increasing genomic literacy through Informal Science Education programming (ISE), creating a pathway for better decision making for the health of individuals and society at large. The Phenomenal Genome focuses on general science museum visitors and teachers of middle and high school students.

The core of the Exploratorium’s approach to science education is the creation of intriguing, provocative and investigable phenomena that are experienced directly and personally through exhibits, facilitated explorations, programs, and teacher professional development. Over two years, we will develop, test, and iterate inquiry-based professional development to help teachers develop understanding and integrate the principles of contemporary genomics and genetics into their classrooms. 120 middle and high school teachers will be served during this period, and many more beyond that, as the activities and workshops developed become a regular part of our teacher professional development programming. A learning scientist specializing in teacher learning will conduct research to determine which approaches and experiences are most effective for this context, and why.

In a parallel process, we will develop and test exhibits and experiences on the museum floor for museum visitors, using a similar iterative process of prototype testing with an embedded learning scientist to study visitor learning. We plan to define the approaches that work across audiences and contexts, as well as those that work best in particular contexts.

Through this work, we will develop new resources for teaching and learning contemporary genomics and genetics, and identify promising practices in communicating contemporary genomics and genetics in informal spaces across audiences. We will disseminate our findings via conferences, peer-reviewed articles, and workshops for the ISE community.
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TEAM MEMBERS: Hilleary Osheroff Kristina Yu
resource project Public Programs
Biology has become a powerful and revolutionary technology, uniquely poised to transform and propel innovation in the near future. The skills, tools, and implications of using living systems to engineer innovative solutions to human health and global challenges, however, are still largely foreign and inaccessible to the general public. The life sciences need new ways of effectively engaging diverse audiences in these complex and powerful fields. Bio-Tinkering Playground will leverage a longtime partnership between the Stanford University Department of Genetics and The Tech Museum of Innovation to explore and develop one such powerful new approach.

The objective of Bio-Tinkering Playground is to create and test a groundbreaking type of museum space: a DIY community biology lab and bio-makerspace, complete with a unique repertoire of hands-on experiences. We will tackle the challenge of developing both open-ended bio-making activities and more scaffolded ones that, together, start to do for biology, biotech, and living systems what today’s makerspaces have done for engineering.

A combined Design Challenge Learning, making, and tinkering approach was chosen because of its demonstrated effectiveness at fostering confidence, creative capacity, and problem solving skills as well as engaging participants of diverse backgrounds. This educational model can potentially better keep pace with the emerging and quickly evolving landscape of biotech to better prepare young people for STEM careers and build the next generation of biotech and biomedical innovators.

Experience development will be conducted using an iterative design process that incorporates prototyping and formative evaluation to land on a final cohort of novel, highly-vetted Bio-Tinkering Playground experience. In the end, the project will generate a wealth of resources and learnings to share with the broader science education field. Thus, the impacts of our foundational work can extend well beyond the walls of The Tech as we enable other educators and public institutions around the world to replicate our model for engagement with biology.
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TEAM MEMBERS: Anja Scholze
resource project Public Programs
American Indian and Alaska Native communities continue to disproportionately face significant environmental challenges and concerns as a predominately place-based people whose health, culture, community, and livelihood are often directly linked to the state of their local environment. With increasing threats to Native lands and traditions, there is an urgent need to promote ecological sustainability awareness and opportunities among all stakeholders within and beyond the impacted areas. This is especially true among the dozens of tribes and over 50,000 members of the Coast Salish Nations in the Pacific Northwest United States. The youth within these communities are particularly vulnerable. This Innovations in Development project endeavors to address this serious concern by implementing a multidimensional, multigenerational model aimed at intersecting traditional ecological knowledge with contemporary knowledge to promote: (a) environmental sustainability awareness, (b) increased STEM knowledge and skills across various scientific domains, and (c) STEM fields and workforce opportunities within Coast Salish communities. Building on results from a prior pilot study, the project will be grounded on eight guiding principles. These principles will be reflected in all aspects of the project including an innovative, culturally responsive toolkit, curriculum, museum exhibit and programming, workshops, and a newly established community of practice. If successful, this project could provide new insights on effective mechanisms for not only promoting STEM knowledge and skills within informal contexts among Coast Salish communities but also awareness and social change around issues of environmental sustainability in the Pacific Northwest.

Over a five-year period, the project will build upon an extant curriculum and findings codified in a pilot study. Each aspect of the pilot work will be refined to ensure that the model established in this Innovations and Development project is coherent, comprehensive, and replicable. Workshops and internships will prepare up to 200 Coast Salish Nation informal community educators to implement the model within their communities. Over 2,500 Coast Salish Nation and Swinomish youth, adults, educators, and elders are expected to be directly impacted by the workshops, internships, curriculum and online toolkit. Another 300 learners of diverse ages are expected to benefit from portable teaching collections developed by the project. Through a partnership with the Washington State Burke Natural History Museum, an exhibit and museum programming based on the model will be developed and accessible in the Museum, potentially reaching another 35,000 people each year. The project evaluation will assess the extent to which the following expected outcomes are achieved: (a) increased awareness and understanding of Indigenous environmental sustainability challenges; (b) increased skills in developing and implementing education programs through an Indigenous lens; (c) increased interest in and awareness of the environmental sciences and other STEM disciplines and fields; and (d) sustainable relationships among the Coast Salish Nations. A process evaluation will be conducted to formatively monitor and assess the work. A cross cultural team, including a recognized Coast Salish Indigenous evaluator, will lead the summative evaluation. The project team is experienced and led by representatives from the Swinomish Indian Tribal Community, Oregon State University, Garden Raised Bounty, the Center for Lifelong STEM Learning, the Urban Indian Research Institute, Feed Seven Generations, and the Burke Museum of Natural History and Culture.

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: Jamie Donatuto Diana Rohlman Elise Krohn Valerie Segrest Rosalina James