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resource research Public Programs
Since 1999, the Australian Museum has provided a designated play/learning space for young children aged 0–5 years. A recent redevelopment and redesign of the museum provided a valuable opportunity for a team of museum staff and university researchers to consult with young children about their experiences and expectations about this play space and the museum generally. This article reports the processes of consultation; methods used to consult with children; issues identified by the children involved; and the ways in which children's perspectives influenced the design of the new Kidspace. In
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TEAM MEMBERS: Sue Dockett Sarah Main Lynda Kelly
resource research Media and Technology
Stereoscopic 3D images, although going back to the mid-nineteenth century, are becoming pervasive in cinema, the Web, electronic games, television, graphic simulations, personal photography, and the entertainment and education ecologies. The use of stereo 3D goes beyond a technology vogue to the creation of effective experiences that are more naturally engaging for audiences by conveying real physical depth perception and the illusions of tangibility and tactility. This paper claims that because museums are all about compelling, memorable, and visceral experiences, 3D will become an
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TEAM MEMBERS: Leonard Steinbach
resource research Public Programs
This article describes how after-school programs can nurture young scientists and boost the country's scientific literacy. It makes a case for integrating science into high-quality afterschool programs.
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TEAM MEMBERS: The After-School Corporation Lucy Friedman Jane Quinn
resource research Professional Development, Conferences, and Networks
This poster session showcases ten examples of expertise development in everyday domains of personal relevance and consequence to learners. The collection of cases highlighted in the posters stem from ethnographic research studies investigating learning from socio-cultural-historical perspectives. In each poster, authors describe their ethnographic project, explicate a case of expertise development, and detail the specific learning processes, practices, and pathways associated with that expertise development. Implications for understanding personally relevant and consequential learning for the
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TEAM MEMBERS: Leah Brickler
resource research Public Programs
This article seeks to sharpen current conceptualizations of interests and engaged participation, and to derive lessons for the design of interest-driven science learning environments (formal and informal). The empirical basis of the research is a set of ethnographic records of two communities of amateur astronomers, as well as the details of astronomers' instantiations of the hobby. Hobbies are paradigmatic examples of interest-driven practices and thus they offer an excellent window into truly interest-related phenomena and processes. The analysis and data collection followed a grounded
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TEAM MEMBERS: Flavio Azevedo
resource research Public Programs
This article adds to sociocultural theories of learning by investigating knowing and learning in the hobby of model rocketry. Hobbies are paradigmatic of interest-based, long-term pursuits and studying the tailored practices the rocketeers craft for themselves sheds further light on the relationship between the nature of practices and the learning processes that emerge in their enactment. My window into this issue is the core problem of determining the stability of model rockets, across phases of design, construction, and flying. Using ethnographic and experimental data, I catalog the various
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TEAM MEMBERS: Flavio Azevedo
resource project Media and Technology
Youth EXPO: Youth Exploring the Potential of Virtual Worlds was a proof-of-concept study to determine if an immersive, 3D virtual environment is an effective medium to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. The project was conducted by the Miami Science Museum in partnership with Goddard Institute of Space Sciences and Goddard Space Flight Center, and implemented with high school students in Miami. The overall goal of the project was to develop a prototype cyber resource to promote awareness of climate change and careers in climatology, in support of NASA’s role in helping youth understand how Earth’s global climate system is changing. YouthEXPO explored the extent to which 3D virtual learning experiences can increase high school students’ conceptual understanding of complex scientific issues related to climate change. This was accomplished through the development of a series of virtual exhibits, YouthEXPO Island, and pilot testing of the exhibition with high school students as part of a broader climate change curriculum. Youth EXPO Island is a series of simulations in an immersive, 3D virtual world environment designed to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. Modules include EarthLab, IceLab, VolcanoLab and SpaceLab, four environmental simulations where avatars can analyze the relationship between global temperature change and a variety of climate factors, learn about remote sensing and field sampling techniques, and explore related careers.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
Morehead Planetarium and Science Center has just started working on WILD BLUE: Using Fulldome Technology to Illustrate Aeronautics Principles, targeting school audiences from grades 3-8 as part NASA's CP4SMP+ program. Morehead will partner with NASA Langley Research Center as content advisors and Sky-Skan, Inc as content distributors. WILD BLUE's primary goal is to strengthen STEM education in the United States. WILD BLUE plans national distribution of a NASA-inspired media portfolio that supports formal and informal STEM education.  The media portfolio targets grades 3-8, addresses National Science Education Standards, and includes two key deliverables: (1) a fulldome planetarium show that showcases aeronautics history and concepts, NASA's role in aeronautics research and related STEM careers (2) web-based curriculum materials that integrate current NASA curriculum materials, including Museum in a Box and Summer of Innovation activities. All WILD BLUE deliverables include NASA content -- the history, primary research and future plans of NASA's Aeronautics Research Mission Directorate (ARMD); imagery illustrating aeronautics concepts; information about STEM careers with NASA; and commentary from ARMD personnel. This four-year project ensures scientific accuracy, educational value and engaging presentation through an advisory board and an external evaluation process. WILD BLUE expects outcomes that include advancing NASA Strategic Goal 6 (participation, innovation, contribution) and NASA Education Goals, facilitating knowledge of NASA's role in aeronautics research, and expanding participation by underserved students in formal and informal science education.
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TEAM MEMBERS: Todd Boyette
resource project Media and Technology
Virtual Missions and Exoplanets (vMAX) will develop and test a three-dimensional, virtual world environment that will engage middle school students and educators from high-poverty schools in NASA-related exoplanet mission simulations. The Patricia and Phillip Frost Museum of Science will serve as the lead institution, in partnership with the following institutions: U.S. Space and Rocket Center, New York Hall of Science, Chabot Space & Science Center, and Sci-Port: Louisiana¹s Science Center; Aimee Weber Studios will be responsible for virtual exhibit fabrication, and WestEd will serve as the project¹s formative and summative evaluator. The overall goal of the project is to create a NASA resource on exoplanet astronomy that will engage students, educators, and the general public in NASA¹s search for worlds beyond our own. The project aims to increase underserved students¹ engagement in STEM, knowledge of exoplanet missions, and awareness of NASA-related careers; and advance the growing body of knowledge on the use of virtual world technologies to provide opportunities for students to participate in NASA Mission-related science teaching and learning. The project will result in the development of vMAX world, a virtual world with simulations related to exoplanet astronomy designed for use as the core content of a 30-hour out-of-school learning experience for middle school students. An Educator Implementation Guide will be developed and made available online for download by secondary school teachers and science museum educators. In addition, an interactive, multiuser exhibit kiosk, utilizing the simulations created for vMAX world, will be developed and made available to interested Visitor Centers, museums and planetariums.
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TEAM MEMBERS: Judy Brown
resource project Public Programs
The Virginia Air & Space Center (VASC): Creating an Exciting NASA Inspired Education Program was a two-year project to develop and deliver teacher workshops, classroom outreach visits to students of those teachers, and on-site educational experiences for those students, which introduce and reinforce NASA STEM resources. These are followed up by surveys from the teachers and students for evaluation purposes. The VASC partnered with the National Institute of Aerospace (NIA) and NASA Langley Research Center to develop and deliver 15 professional development workshops to a total of 185 formal and informal educators. NASA materials were aligned to the Virginia Standards of Learning guidelines (SOLs) for ease of integration into the teachers’ curricula. The goal was to provide six professional development workshops, but we delivered 15 workshops, 250% of our goal. Of the 185 educators who attended the workshops, 155 were formal classroom teachers, and 30 were informal educators. NASA STEM outreach programs were delivered to 8,437 students ranging from grades K-12. On-site NASA STEM programs were presented to 2,507 students at VASC. Pre-and post-program surveys were collected and evaluated from both outreaches and on-site programming. This informal education program helped to increase awareness of NASA's contributions to scientific knowledge and fulfill NASA's three major Education goals, namely: (1) strengthen NASA and the nation's workforce; (2) attract and retain students in STEM disciplines, and (3) engage Americans in NASA's mission, and VASC staff was able to build exciting new partnerships and programs with the different school systems in the Hampton Roads area.
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TEAM MEMBERS: Brian DeProfio Danielle Price
resource project Public Programs
The Nature Research Center is a project through which the North Carolina Museum of Natural Sciences provides NASA with a permanent presence through the creation of NASA-themed exhibits in its new wing (the Nature Research Center), hosting special events, educator workshops and special programming, all of which serve the general population and seek to improve understanding of and engagement with science. 
The lead institution is the North Carolina Museum of Natural Sciences. 
Goals, expected and actual outcomes are as follows:
Exhibits in the new wing were expected to reach 200,000 individuals in its inaugural year; in only 8 months, the Museum has welcomed over 1 million visitors.  Astronomy Days’ goal was to reach 20,000 people per year and is on target for meeting this goal.
Educator Workshops’ goal was to reach 32 educators per workshop and is on target for meeting this goal.
The Museum’s visitor base has demonstrated an insatiable desire for NASA-themed programs.  Attendance at Astronomy Days remains impressive and special space events (such as the transit of Venus, or live downlinks with the International Space Station) attract  larger-than-expected audiences.  The Museum appreciates NASA’s support and is eager to continue providing NASA with an ongoing presence in Raleigh, NC.
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TEAM MEMBERS: Angela Baker-James
resource project Public Programs
The Museum of Aviation: STEM-ulating Georgia's Future Workforce Through Outreach project will build partnerships between the Museum of Aviation, STARBASE, six Georgia school districts, NASA, and volunteer mentors that promote STEM literacy, awareness of NASA's mission, and encourage the pursuit of STEM careers. This goal will be achieved through meeting the following objectives: -Promote lifelong learning by students, educators, and families, using NASA-themed STEM and missions via six outreach programs serving 10,750 participants (including 9,000 students, 1,600 parents, and 150 teachers).
-Improve the understanding of NASA's missions, contributions to STEM disciplines and careers by students and faculty in grades pre K-8 by at least 35%. To accomplish the objectives, 6 STEM-based outreach programs will be provided to 12 school districts and will serve students, parents, and teachers. -ACE on the Go - STEM Modules use hands-on interactive activities for 2nd-5th graders -Family STEM Night - provides 2nd-5th graders and their families an opportunity to partake in 15 or more hands-on, interactive experiments that demonstrate STEM principles. -Aviation Outreach - introduces 6th-8th graders to aviation, and to STEM related careers. -STEM Afterschool - 6th-8th graders will learn about forces and motion and how forces make flight possible. -STARBASE 2.0 Afterschool STEM Mentoring Club consists of two components - a STEM Academy and a STEM Mentoring Afterschool Program both for underserved and at-risk youth in grades 6-8. -Teacher Training – STEM Workshops for teachers through the Georgia NASA RERC. This project will help to strengthen Georgia's future workforce by targeting students traditionally underserved and underrepresented in communities and in STEM fields. It will help attract and retain students in STEM disciplines by engaging students in STEM education and exposing them to STEM careers, and connect students, teachers, and families to NASA's mission by building strategic partnerships with formal education providers. The project will also help to strengthen the nation's and NASA's future workforce, attract and retain students in STEM disciplines, and engage Americans in NASA's mission.
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TEAM MEMBERS: Patrick Bartness