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resource project Public Programs
Research on how museum staff are trained continues to emerge. Training varies considerably across institutions and typically includes observations, shadowing, and trial and error. While museum educators put high value on increasing visitor-centered participatory experiences, engagement based on acquisition-based theories of learning is still common among floor staff, even after training. Facilitating learning about science, technology, engineering, and mathematics (STEM) topics in ways that support visitors in constructing their own understanding is difficult, especially since floor staff/facilitators may be working simultaneously with children and adults of a range of ages, backgrounds, and goals. This project will advance understanding of how to facilitate open-ended learning experiences in ways that engage visitors in practices that align with the STEM disciplines. The project will result in an evidence-based facilitation framework and training modules for training informal science educators. The work is grounded in constructivist theories of learning and identity work and focuses on visitors constructing understanding of STEM topics through active engagement in the practices of STEM. This model also results in learning experiences in informal settings that are mutually reinforcing with the goals of schools. This research is being conducted through an established researcher-practitioner partnership between MOXI, the Wolf Museum of Exploration + Innovation and the University of California at Santa Barbara (UCSB).

The two primary goals of the work are to (1) enable visitors to better engage in STEM practices (practice-based learning) and (2) investigate the role of training in helping facilitators develop the practice-based facilitation strategies needed to support visitors' learning. STEM content in this study is physical science. Prior work resulted in two tools that constitute part of a facilitation framework (a practices-by-engagement matrix and three facilitation pathways) which help educators identify appropriate goals based on how the visitor is engaging with exhibits. The development of the final tool in the framework, facilitation strategies, and the refinement of the first two tools will be done using a design-based implementation research (DBIR) approach. Data collection and analysis will be directed and completed by research-practitioner teams of UCSB graduate students (researchers) and MOXI educators (practitioners); MOXI educators will be both participants and researchers. Data collection activities include: video data using point-of-view cameras worn by visitors and educators; interviews of educators and visitors; observations of the training program; and educator reflections. In the final year, a small field test will be done at six sites, representing different types of museums. Interviews and reflections comprise the data collection at the field sites.


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: Ron Skinner Danielle Harlow
resource project Exhibitions
The project will develop and research how an emerging technology, immersive virtual reality (IVR) using head mounted displays (HMDs), can enhance ocean literacy and generate empathy towards environmental issues. Recent advances in design have resulted in HMDs that provide viscerally realistic and immersive experiences that situate participants in underwater or other remote environments. IVR can provide many people with virtual access to these environments, including persons with disabilities, people living away from coastal areas, or those who lack access for other reasons (e.g., low-income families, underserved/underrepresented communities, persons untrained in diving). The project will develop a high quality 360-degree underwater film that includes live action footage, animation, and interactive elements. The IVR experience will take the participant through an immersive underwater journey of a Pacific reef, using realistic visualizations, narrative, and a compelling story to engage participants in learning the ecology and biology of coral reefs, as well as the impacts of climate change and human disturbances on ocean ecosystems. In addition to the IVR ocean journey, the project will integrate interactive functionality of being on a reef during mass coral spawning, an annual natural phenomenon through which coral reefs replenish their populations. With hand-held controllers, participants will be able to "swim" through the water, watch the degraded reef recover and grow and will have the ability to change the rate of coral recovery and learn how increases in temperature impede coral recovery. While research has been conducted on early, desk-top versions of IVR, the potential impact of IVR on learning is still unclear. The research findings will help guide the development of IVR for use in informal STEM environments such as aquariums, zoos, science museums, and others. The IVR experience will be shared on online platforms for home viewing, at film festivals and conferences, and in informal learning environments.

The project addresses the need for research on the impacts of IVR devices as it become more affordable and more widely used at home and in other informal and formal environments. Few studies have investigated how design elements impact the user in IVR, in which the increased immersion affects the stimuli perception and cognitive processing. The research will assess the learning affordances and impacts of the IVR experience on participant ocean literacy (adapting items from an existing ocean literacy survey), environmental empathy/feelings of presence (naturalistic observations and post-experience interviews), and perceived self-efficacy (pre-post survey, post-interview interviews). In addition, the project will research how segmentation (i.e., a continuous experience vs. an experience with breaks), generative learning tasks (hands-on experiences and interactive during IVR), and gender of the narrator in an IVR experience supports learning about ocean environments. Researchers will collect data from students attending high schools with predominantly minority student enrollments. Research findings will be widely shared through peer-reviewed publications, conference presentations, and publications for educators and designers.

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: Jeremy Bailenson Erika Woolsey
resource project Exhibitions
The project will refine, research and disseminate making exhibits and events that the museum has developed and tested to support early engineering skill development. The project will use cardboard, a familiar and flexible material, to support the activities. The goal is to develop insights and resources for informal educators across the museum field and beyond into how to effectively structure and facilitate open-ended maker education experiences for visitors that expand the number and kinds of museums and families who can engage in these activities. Maker education is often linked to Science, Technology, Engineering and Mathematics (STEM) learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. To address patterns of inequitable access to and participation in both formal and informal learning opportunities, the project will be designed to engage families from under-represented communities and research how they participate in informal engineering activities and environments. The project will make a suite of resources available for museums and other ISE practitioners that will be developed through iterative testing at all of the different settings. These resources will be made widely available via an open access online portal.

The project will research how effectively the use of cardboard making exhibits and events engage families, particularly families from underrepresented groups, in STEM and early engineering. The project's theoretical framework combines elements of: (1) learning sciences theories of family learning in museums; (2) making as a learning process; (3) early engineering practices and dispositions, and (4) equity in museums and the maker movement. The research will be conducted within two multi-month implementations of a large-scale Cardboard Engineering gallery at the Science Museum of Minnesota and two-week scaled implementations of the gallery at each of three recruited partner museum sites. The project design interweaves evaluation and research aims. Paired observations and surveys will be used to research how effectively the project is working in different venues. This integration of research and evaluation will generate a large data set from which to generalize about cardboard making across contexts. Case studies will be used to identify barriers to engagement that can be remedied, but they will provide a rich data set for understanding family learning and engineering in making. Research findings and products will be posted on the Center for Informal Science Education website and submitted for publication in peer-reviewed journals such as Visitor Studies, ASTC Dimensions, the Journal of Pre-College Engineering Education Research and others.

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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resource project Exhibitions
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 Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Exhibitions
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 explore how understanding visitors' experiences with science museum exhibits may contribute to increasing engagement among diverse audiences. Museums have made great strides in understanding how exhibit design can support underrepresented audiences, but often tend to focus on individual demographic groups such as females, certain racial and ethnic minorities, and people with disabilities. This project will explore relationships between visitors' demographic and science identities to assess the affordances of using science identity as an intersectional proxy that could help the field move beyond its reliance on demographics. Building on prior National Science-funded work about museum engagement, the project applies appraisal theory--a psychological model about how people make conscious and subconscious assessments of situations that manifest in emotions--to the informal learning context. To date, museums have tended to focus on cognitive and behavioral aspects of engagement. Appraisal theory can add emotional processes to the conceptual understanding of engagement, and can be applied to help exhibit professionals develop a design framework that upholds complex identities. Such a framework could have implications for inclusive design of learning experiences in museums, schools, and other educational contexts.

This Pilot and Feasibility Study will address methodological and theoretical questions about the feasibility of a research approach that considers the relationships among: 1) exhibit design features; 2) multiple identity factors including science identity, demographics, and self-defined personal identity; 3) visitor appraisals; and 4) engagement with exhibits. Led by researchers at the Museum of Science, Boston and EdTogether, a non-profit research and development organization for inclusive design, the project will begin with a pre-piloting phase during which researchers will work with youth and professional advisors from local community organizations to test a suite of data collection approaches including self-report in the form of questionnaires and interviews; observations of visitor engagement; and biometric data collection including galvanic skin response and eye tracking. Building from this pre-piloting phase, the team will conduct four mini-studies that will iteratively refine measures towards enhanced validity and parsimony while gathering data to test the investigators' hypothesized model of design, identity, appraisal, and engagement. The evidence from testing this model through the four mini-studies will lay the foundation for larger-scale research that intends to explore causal relationships among intersectional identities, science identities, appraisal, and visitor engagement.

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 Exhibitions
This project responds to calls to increase children's exposure and engagement in STEM at an early age. With the rise of the maker-movement, the informal and formal education sectors have witnessed a dramatic expansion of maker and tinkering spaces, programs, and curricula. This has happened in part because of the potential benefits of tinkering experiences to promote access and equity in engineering education. To realize these benefits, it is necessary to continue to make and iterate design and facilitation approaches that can deepen early engagement in disciplinary practices of engineering and other STEM-relevant skills. This project will investigate how stories can be integrated into informal STEM learning experiences for young children and their families. Stories can be especially effective because they bridge the knowledge and experiences young children and their caregivers bring to tinkering as well as the conversations and hands-on activities that can extend that knowledge. In addition, a unique contribution of the project is to test the hypothesis that stories can also facilitate spatial reasoning, by encouraging children to think about the spatial properties of their emerging structures.

This project uses design-based research methods to advance knowledge and the evidence base for practices that engender story-based tinkering. Using conjecture mapping, the team will specify their initial ideas and how it will be evident that design/practices impact caregivers-child behaviors and learning outcomes. The team will consider the demographic characteristics, linguistic practices, and funds of knowledge of the participants to understand the design practices (resources, activities) being implemented and how they potentially facilitate learning. The outcome of each study/DBR cycle serves as inputs for questions and hypotheses in the next. A culturally diverse group of 300+ children ages 5 to 8 years old and their parents at Chicago Children's Museum's Tinkering Lab will participate in the study to examine the following key questions: (1) What design and facilitation approaches engage young children and their caregivers in creating their own engineering-rich tinkering stories? (2) How can museum exhibit design (e.g., models, interactive displays) and tinkering stories together engender spatial thinking, to further enrich early STEM learning opportunities? and (3) Do the tinkering stories children and their families tell support lasting STEM learning? As part of the overall iterative, design-based approach, the team will also field test the story-based tinkering approaches identified in the first cycles of DBR to be most promising.

This project will result in activities, exhibit components, and training resources that invite visitors' stories into open-ended problem-solving activities. It will advance understanding of mechanisms for encouraging engineering learning and spatial thinking through direct experience interacting with objects, and playful, scaffolded (guided) problem-solving activities.


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: Tsivia Cohen Kim Koin Natalie Bortoli Catherine Haden David Uttal Maria Marcus
resource project Public Programs
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS: Denise Smith Gordon Squires Kathy Lestition Anya Biferno Lynn Cominsky
resource project Exhibitions
Cultivating Confidence: Young Women's Self-Efficacy in Science Museums is an NLG Diversity and Inclusion research project that studies the impact of a single science museum visit on "emerging adult" learners (young adults aged 18-29, not yet married, no children). Cultivating Confidence builds directly on prior IMLS-funded research that found that a science museum visit mitigated a pre-existing gender gap in science self-efficacy: Young women entered the museum with significantly lower science self-efficacy (confidence to do or learn science) than men, experienced a significant increase over the course of the visit, and remained at that same level, equal to men's, three months after the visit. Cultivating Confidence will replicate and investigate this effect further by observing male and female young adults during their visit and over the course of the following three months. The study will attempt to understand how museum visits help young women build crucially important science self-confidence. What happens during the visit and how does that affect young women's subsequent behavior and beliefs? The study will also attempt to untangle the confound between gender and initial science self-efficacy (SSE), since the women in the prior study tended to have lower pre-visit SSE than men.
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resource project Exhibitions
This Innovations in Development 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.

The Designing Our Tomorrow project will develop a framework for creating exhibit-based engineering design challenges and expand an existing model of facilitation for use in engineering exhibits. The project seeks to broaden participation in engineering and build capacity within the informal science education (ISE) field while raising public awareness of the importance of sustainable engineering design practices. The project focuses on girls aged 9-14 and their families and is co-developed with culturally responsive strategies to ensure the inclusion and influence of families from Latino communities. The project will conduct research resulting in theory-based measures of engineering proficiencies within an exhibit context and an exhibit facilitation model for the topic area of engineering. Based on the research, the project will develop an engineering design challenge framework for developing design challenges within an exhibit context. As the context for research, the project will develop a bilingual English/Spanish 2,000-square foot traveling exhibition designed to engage youth and families in engineering design challenges that advance their engineering proficiencies from beginner to more informed, supported by professional development modules and a host-site training workshop introducing strategies for facilitating family engineering experiences within a traveling exhibition. The project is a collaboration of Oregon Museum of Science and Industry with the Biomimicry Institute, Adelante Mujeres, and the Fleet Science Center.

Designing Our Tomorrow builds on a theory-based engineering teaching framework and several previous NSF-funded informal education projects to engage families in compelling design challenges presented through the lens of sustainable design exemplified by biomimicry. Through culturally-responsive co-development and research strategies to include members of Latino communities and provide challenges that highlight the altruistic, creative, personally relevant, and collaborative aspects of engineering, the Designing Our Tomorrow exhibition showcases engineering as an appealing career option for women and helps families support each other's engineering proficiencies. To better understand and promote engineering learning in an ISE setting, the project will conduct two research studies to inform and iteratively develop effective strategies. In the first study, measurement development will build on prior research and practice to design credible and reliable measures of engineering proficiency, awareness, and collaboration, as well as protocols for use in exhibit development and the study of facilitation at engineering exhibits, and future research. The second study will explore the effects of facilitation on the experience outcomes.

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: Marcie Benne Verónika Núñez
resource project Exhibitions
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 Research in Service to Practice project will study how visual immersion and interactivity in augmented reality (AR) affects visitors' engagement and understanding of science. The research involves creating different versions of an AR exhibit to communicate paleontology research from the La Brea Tar Pits to the general public. Different versions of the exhibit will be compared to learn how design choices for immersion and interactivity impact visitors' engagement and understanding of science. The result of this study should be a model to follow for similar public exhibits, as well as design principles that generalize to AR experiences for a broader range of informal learning environments. This project will also demonstrate and report on specific AR mechanisms that help visitors understand the scientific process and increase knowledge about paleontology research.

The study includes a user-centered design and evaluation process with both formative and comparative studies. This project investigates two high-level design factors for mobile AR: visual immersion and interactivity. These impact the learning experience and the development so extensively that multiple versions are seldom compared. These factors also have unique considerations for informal settings, such as how to balance immersion against situational awareness (e.g., 3D viewers reduce field of view). One goal of this project is to systematically compare qualitatively different AR designs that convey equivalent science content and study these tradeoffs empirically. The second goal is to leverage these findings to publicly release an AR experience that promotes engagement, increases understanding of science, and reduces scientific misconceptions. This research will also contribute to understanding usability and logistical issues for different AR designs for public, outdoor, informal 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: Emily Lindsey Benjamin Nye Gale Sinatra William Swartout
resource project Exhibitions
The Antarctic Dinosaurs project aims to leverage the popularity and charisma of dinosaurs to inspire a new generation of polar scientists and a more STEM (Science, Technology, Engineering, Mathematics)-literate citizenry. The project, centered on a giant screen film that will reach millions of theatrical viewers across the U.S., will convey polar science knowledge through appealing, entertaining media experiences and informal learning programs. Taking advantage of the scope of research currently taking place in Antarctica, this project will incorporate new perspectives into a story featuring dinosaurs and journey beyond the bones to reveal a more nuanced, multi-disciplinary interpretation of paleontology and the profound changes the Antarctic continent has endured. The goals of the project are to encourage young people to learn about Antarctica and its connection to the rest of the globe; to challenge stereotypes of what it means to participate in science; to build interest in STEM pursuits; and to enhance STEM identity.

This initiative, aimed particularly at middle school age youth (ages 11-14), will develop a giant screen film in 2D and 3D formats; a 3-episode television series; an "educational toolkit" of flexible, multi-media resources and experiences for informal use; a "Field Camp" Antarctic science intervention for middle school students (including girls and minorities); fictional content and presentations by author G. Neri dealing with Antarctic science produced for young people of color (including non-readers and at-risk youth who typically lack access to science and nature); and presentations by scientists featured in the film. The film will be produced as a companion experience for the synonymous Antarctic Dinosaurs museum exhibition (developed by the Field Museum, Chicago, in partnership with the Natural History Museum of Los Angeles County, Discovery Place, Charlotte, NC, and the Natural History Museum of Utah). Project partner The Franklin Institute will undertake a knowledge-building study to examine the learning outcomes resulting from exposure to the film with and without additional experiences provided by the Antarctic Dinosaurs exhibition and film-related educational outreach. The study will assess the strategies employed by practitioners to make connections between film and other exhibits, programs, and resources to improve understanding of the ways film content may complement and inspire learning within the framework of the science center ecosystem. The project's summative evaluation will address the process of collaboration and the learning impacts of the film and outreach, and provide best practices and new models for content producers and STEM educators. Project partners include film producers Giant Screen Films and Dave Clark Inc.; television producer Natural History New Zealand (NHNZ); Discovery Place (Charlotte, NC); The Franklin Institute; The Field Museum; The Natural History Museum of Utah (The University of Utah); author G. Neri; and a team of scientists and diversity advisers. 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. The project has co-funding support from the Antarctic section of the Office of Polar Programs.

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: Deborah Raksany Karen Elinich Andrew Wood
resource project Exhibitions
With snow providing water for about 2 billion people worldwide and playing a major role in the Earth's climate through its high albedo and insulation properties, on-going alterations in global snow resources pose real and extremely expensive societal adaptation/mitigation problems. The project goals are to:


Create opportunities for the public to learn about the vital role that snow plays in climate, water resources, and human lives.
Produce a better understanding of how culture affects informal Science, Technology, Engineering, Mathematics (STEM) learning.


The deliverables include:


An outreach program in Alaska that will visit 33 remote native villages;
A 2,000 square foot traveling exhibition on snow produced by the Oregon Museum of Science and Industry (OMSI) and exhibited at two additional museums during the life of the award;
Learning research, which will examine how the wide variation of cultural relationships to snow impacts learning in museum exhibitions. Each of these components will be evaluated over the course of the project. The travelling exhibition will tour to three museums per year for eight years, with an anticipated cumulative audience of over one million.


The focus on snow will highlight a fascinating yet under-appreciated part of the Earth system. The project aims to educate the public about snow and to produce a more informed and thoughtful public in the face of potential expensive and difficult snow-related societal decisions. Through informative displays, graphics, models, and other material, the project will engage traditionally under-served communities (at Native/remote villages) in Alaska, where a strong cultural connection to snow exists, as well as communities across the U.S. where the connection to snow can range from strong to weak. Across this cultural gradient, the project will explore through oral interviews and surveys the public response to various types and designs of informal science learning (ISL) displays, attempting to isolate and control for the effect of cultural vs. individual response to the materials. Informal learning theory specifies using front-end exploration of individual visitor-content relationships to guide exhibit design. This project's research goal expands that approach to include the effects of cultural engagement with a topic to develop more general tools to guide and improve the design process. The project is led by the University of Alaska Fairbanks (UAF) in collaboration with OMSI researchers from the COSI (Center of Science and Industry), Center for Research and Evaluation (CRE), and evaluators at the Goldstream Group. 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. The project has co-funding support from the Office of Polar Programs.

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: Victoria Coats Matthew Sturm Deborah Wasserman