skip to main content

Attention:

The NSF Public Access Repository (NSF-PAR) system and access will be unavailable from 11:00 PM ET on Thursday, October 10 until 2:00 AM ET on Friday, October 11 due to maintenance. We apologize for the inconvenience.


This content will become publicly available on July 1, 2025

Title: BUILDING BLOCKS FOR UNDERSTANDING ARTIFICIAL INTELLIGENCE: DESIGNING INTERACTIVE AI LEARNING EXPERIENCES FOR YOUNG CHILDREN AND THEIR FAMILIES IN A MUSEUM SETTING
As artificial intelligence (AI) profoundly reshapes our personal and professional lives, there are growing calls to support pre-college aged youth as they develop capacity to engage critically and productively with AI. While efforts to introduce AI concepts to pre-college aged youth have largely focused on older teens, there is growing recognition of the importance of developing AI literacy among younger children. Today’s youth already encounter and use AI regularly, but they might not yet be aware of its role, limitations, risks, or purpose in a particular encounter, and may not be positioned to question whether it should be doing what it’s doing. In response to this critical moment to develop AI learning experiences that can support children at this age, researchers and learning designers at the University of California’s Lawrence Hall of Science, in collaboration with AI developers at the University of Southern California’s Institute for Creative Technologies, have been iteratively developing and studying a series of interactive learning experiences for public science centers and similar out-of-school settings. The project is funded through a grant by the National Science Foundation and the resulting exhibit, The Virtually Human Experience (VHX), represents one of the first interactive museum exhibits in the United States designed explicitly to support young children and their families in developing understanding of AI. The coordinated experiences in VHX include both digital (computer-based) and non-digital (“unplugged”) activities designed to engage children (ages 7-12) and their families in learning about AI. In this paper, we describe emerging insights from a series of case studies that track small groups of museum visitors (e.g. a parent and two children) as they interact with the exhibit. The case studies reveal opportunities and challenges associated with designing AI learning experiences for young children in a free-choice environment like a public science center. In particular, we focus on three themes emerging from our analyses of case data: 1) relationships between design elements and collaborative discourse within intergenerational groups (i.e., families and other adult-child pairings); 2) relationships between design elements and impromptu visitor experimentation within the exhibit space; and 3) challenges in designing activities with a low threshold for initial engagement such that even the youngest visitors can engage meaningfully with the activity. Findings from this study are directly relevant to support researchers and learning designers engaged in rapidly expanding efforts to develop AI learning opportunities for youth, and are likely to be of interest to a broad range of researchers, designers, and practitioners as society encounters this transformative technology and its applications become increasingly integral to how we live and work.  more » « less
Award ID(s):
2116109
NSF-PAR ID:
10528574
Author(s) / Creator(s):
; ; ; ; ;
Publisher / Repository:
16th annual International Conference on Education and New Learning Technologies
Date Published:
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Supporting learners’ agency in constructing and using STEM knowledge is critical not only for fostering deeper learning, but also for making STEM education more equitable and inclusive. Informal learning environments like museums and science centers often prioritize agency within hands-on and interactive learning experiences, but few studies have defined what agency looks like within these spaces. The current study uses theoretical understandings of epistemic agency as a lens for understanding families’ experiences in science centers. A team of researchers, exhibit designers, educators, and museum facilitators collaboratively generated a working definition of agency in the context of families’ science center visits, and created a reflection tool to help museum practitioners notice observable aspects of agency in families’ interactions at STEM exhibits. 
    more » « less
  2. This research project focuses on understanding the immediate and long-term impacts of an intensive workshop series for rural families with youth aged 8-11 years old at two science museums. Families spent six hours on six Saturdays with their children learning about wildlife and marine ecology. Our research focuses on how youth and family science identity work is constructed within and beyond the workshops ultimately supporting family persistence in science. Through survey and interview analysis we found two broad themes related to the building of science identities and persistence. First, through these intensive workshops families, including youth, develop science identities directly as well as broader, more accessible views of science and scientists. The design of the programming around families rather than just youth pointed to the important role of family learning in shaping youth science learning, identity, and participation. And, second, that families and youth begin viewing science as all around them and not just in the lab. There was an increase in their own sense of science identity and confidence as someone who knows about and can engage in science. They benefited from being scientists, using scientific tools, and meeting different types of science professionals. 
    more » « less
  3. Museum exhibits encourage exploration with physical materials typically with minimal signage or guidance. Ideally children get interactive support as they explore, but it is not always feasible to have knowledgeable staff regularly present. Technology-based interactive support can provide guidance to help learners achieve scientific understanding for how and why things work and engineering skills for designing and constructing useful artifacts and for solving important problems. We have developed an innovative AI-based technology, Intelligent Science Exhibits that provide interactive guidance to visitors of an inquiry-based science exhibit. We used this technology to investigate alternative views of appropriate levels of guidance in exhibits. We contrasted visitor engagement and learning from interaction with an Intelligent Science Exhibit to a matched conventional exhibit. We found evidence that the Intelligent Science Exhibit produces substantially better learning for both scientific and engineering outcomes, equivalent levels of self-reported enjoyment, and higher levels of engagement as measured by the length of time voluntarily spent at the exhibit. These findings show potential for transforming hands-on museum exhibits with intelligent science exhibits and more generally indicate how providing children with feedback on their predictions and scientific explanations enhances their learning and engagement. 
    more » « less
  4. The COVID-19 pandemic upended the lives of families with young children as school closures and social distancing requirements left caregivers struggling to facilitate educational experiences, maintain social connections, and ensure financial stability. Considering families' increased reliance on technology to survive, this research documents parents' lived experiences adapting to technology's outsized role alongside other shifts in family life associated with the COVID-19 pandemic. In this paper, we describe a 10-week study with 30 enrolled families with children aged 3 to 13 in the United States using the asynchronous remote communities (ARC) methodology to 1) understand the benefits and challenges faced by families as they adapted technology at home to navigate the pandemic, and 2) to ideate improvements to those experiences through co-design. We found that amidst gaps in infrastructural support from schools, workplaces, and communities, parents experienced deep anxiety and took on new roles, including tech support, school administrator, and curator of meaningful activities for their children. As parents shared bold and creative technology-based solutions for improving family well-being, schooling experiences, social life, and beyond, they demonstrated their capacity to contribute to new models of learning and family life. Our findings are a call to action for CSCW researchers, designers, and family-focused practitioners to work with learning communities that incorporate parent, teacher, and technology experiences in their academic and community planning. 
    more » « less
  5. Science and engineering museums must leverage a variety of pedagogical strategies to facilitate STEM learning for a public audience. Complex, abstract concepts such as reliability engineering and risk analysis are difficult to convey in a technical manner to non-technical visitors without losing fidelity. Techniques such as exhibit interactivity, open-ended tinkering, and competitive games are frequently used to hold visitors’ attention and draw analogies to more familiar concepts. Reliability engineering principles are vital to the growth and continued safety of the nuclear energy industry. General knowledge of risk as it applies to nuclear energy can be expanded by disseminating this information to the public via engaging educational content. In this paper, we present the design of an interactive, game-based museum exhibit developed through iterative collaboration between exhibit designers and reliability engineering researchers at the University of Maryland, curators at the National Museum of Nuclear Science and History (Nuclear Museum), and media design students and faculty at the New Mexico Highlands University (NMHU). Museum visitors have frequently asked how the risks of nuclear power compare to other energy sources, and to date, no museum exhibit at the Nuclear Museum has answered this question. This work presents examples of museum exhibit content, artifacts, and graphics to convey concepts in probabilistic risk assessment at a level accessible to the general public. In addition to the physical exhibit installation, the game will also be available on the public-facing museum website to increase the breadth of outreach. Finally, a proposed questionnaire method for evaluating exhibit efficacy and public engagement is presented. Feedback obtained will allow for periodic revisions of exhibit content. 
    more » « less