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resource evaluation Public Programs
The following summative report describes overarching evaluation findings from the evaluation of Leap into Science, including future considerations for the Leap into Science program team (program team). The report aims to summarize takeaways from 2018-2023 and report on overall insights pertaining to the core evaluation questions of interest.
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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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resource research Informal/Formal Connections
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Michelle Kortenaar Erin Jant Karen Via Carrie Jubran
resource evaluation Museum and Science Center Exhibits
The Kaulele Kapa Exhibit was created to explore the effectiveness of a Hawaiian culture-based framework and approach in increasing learner engagement and depth of knowledge in STEM among Native Hawaiian/Pacific Islander (NHPI) learners. The exhibit utilized hands-on and interactive activities, coupled with scientific and cultural information, to create relevant learning experiences for these communities.  To determine the effectiveness, exhibit attendees were invited to complete a survey that asked about how the exhibit influenced their interest and understanding of STEM and Hawaiian culture
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TEAM MEMBERS: Ciera Pagud Rachelle Chauhan
resource project Exhibitions
The Institute for Native Pacific Education and Culture (INPEACE) will create a mobile science exhibit to support improved academic outcomes in science and math for students from pre-school to eighth grade. With the collaboration of science experts, teachers, students, and cultural practitioners, the project team will identify and design three core exhibits using a culture-based educational approach. The project will link indigenous knowledge and practices with scientific theory, providing hands-on experiences designed to engage youth in STEM learning. The 'Ike Hawai'i Science Center Exhibit will visit rural Native Hawaiian communities on O'ahu and at least one other island. It will be available to public audiences of all ages.
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TEAM MEMBERS: Sanoe Marfil
resource research Exhibitions
Nature-based playgrounds—known as playscapes—offer numerous opportunities for young children to learn about nature. In the current study, we focus on teacher talk on playscapes, namely to capture the spontaneous utterances teachers offer when engaging with young children during playscape visits. Two different playscapes were contrasted, both of which featured loose parts, native plants, and running water. The difference in playscape was whether it featured ecosystems: While the rural playscape had a natural forest and a wetland, the urban playscape had a man-made stream and a garden. Ten
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TEAM MEMBERS: Heidi Kloos Catherine Maltbie Rhonda Brown Victoria Carr
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a series of mobile apps to guide families through sequenced sets of videos and hands-on activities. To support families at home it would also develop a new library model to build librarians' computational thinking content knowledge and self-efficacy so they can support parents' efforts with their children. Computational thinking is a an increasingly critical skill for learning and success in the workforce. It includes the ability to identify problems, brainstorm and generate solutions and processes that can be communicated and followed by computers or humans. There are few projects that introduce computational thinking to young children. Very little research has been done on the ways that parents can facilitate children's engagement in CT skills. And developing a model that trains and supports librarians to become virtual coaches of parents as they engage with their children in CT, will leverage and build the expertise of librarians. The project's target audience includes parents and children living in rural areas where access to CT learning may be very limited. Project partners include the EDC, a major research organization, the American Library Association, and BUILD, a national association that promotes collaborations across library, kindergarten readiness, and public media programming.

The formative research study asks: 1) What supports do parents of preschoolers in rural communities need in order to effectively engage in CT with their children at home? and 2) How can libraries in rural communities support joint CT exploration in family homes? The summative research study asks: 3) how can an intervention that combines media resources, mobile technology, and library supports foster sustained joint parent/child engagement and positive attitudes around CT? Researchers will develop a parent survey, adapting several scales from previously developed instruments that ask parents to report on children's use of CT-related vocabulary and CT-related attitudes and dispositions. Survey scales will assess librarians' attitudes towards CT, as well as their self-efficacy in supporting parents in CT in a virtual environment. During the formative study, EDC will pilot-test survey scales with 30 parents and 6 librarians in rural MS and KY. Analyses will be primarily qualitative and will be geared toward producing rapid feedback for the development team. Quantitative analyses will be used on parent app use, using both time query and back-end data, exploring factors associated with time spent using apps. The summative study will evaluate how the new media resources and mobile technology, in combination with the library virtual implementation model, support families' joint engagement with CT, and positive attitudes around CT. The researchers will recruit 125 low-income families with 4- to 5-year-old children in rural MS and KY to participate in the study. They will randomly assign families within each library to the full intervention condition, including media resources, mobile technology, and library support delivered through the virtual implementation model, or the media and mobile-technology-only condition. This design will allow researchers to understand more fully the additional benefit of library support for rural families' sustained engagement, and conversely, see the comparative impact of a media- and mobile-technology only intervention, given that some families might not be able to access virtual or physical library support.

As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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. This project is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Janna Kook
resource project Informal/Formal Connections
Parents and adult caregivers play a significant role in young children's understanding of (and participation in) science, technology, engineering, and mathematics (STEM). Research suggests that early engagement with STEM can have a profound impact on children's use of STEM process skills such as exploration, observation, and problem-solving, as well as future academic success. An immediate yet ongoing challenge facing informal STEM learning providers is to understand how limited resources can be used to support effective STEM learning opportunities and experiences for all children and families. Through a collaboration between researchers, Head Start, two science centers (one rural, one urban), and educators, this project aims to foster STEM access and engagement with specific attention to young children and their caregivers. 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 Pilot and Feasibility study will apply an experimental, mixed-methods design to examine parent/caregiver and child (ages 4-5) interactions before, during, and after informal STEM experiences to identify which factors influence children's transfer of learning STEM process skills across multiple informal contexts. Research results will lay the foundation for a future longitudinal study. The project team will ask: (1) What types of parent/caregiver-child engagement at the science center are most predictive of children's application of STEM process skills in subsequent problem-solving tasks and school readiness? (2) How do variations in parent/caregiver-child conversational strategies during the science center visit influence children's memory and learning? and (3) How can informal educators best support Head Start family engagement and children's emerging STEM knowledge? This study will collect data on 240, 4-5-year-old children, with their caregivers, in two different science centers that serve a largely rural and largely urban population. Data sources will include video/audio of caregiver-child interactions at the science centers and at home, as well as children's recall, engagement with a problem-solving task, and school readiness scores. Coding and analysis of the tasks during and after the science center visit will detail mechanisms underlying children's memory, learning, and application of STEM process skills that transfer to the problem-solving task. The project will be implemented by a research-practice partnership, leveraging the expertise of project partners and communities to ensure the use of culturally responsive research practices. This research has the potential to strategically impact how science centers and Head Start grantees work together on Family Engagement programming to achieve equitable STEM learning opportunities, broadening participation for low-income young children and their families.

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: Michelle Kortenaar Jennifer Schwade Erin Jant Stacy Prinzing
resource evaluation Media and Technology
Ruff Family Science is a project funded by the National Science Foundation (NSF) that aims to foster joint media engagement and hands-on science exploration among diverse, low-income parents and their 4- to 8-year-old children. Building on the success of the PBS series FETCH! with Ruff Ruffman, the project leverages FETCH’s funny and charismatic animated host, along with its proven approach to teaching science, to inspire educationally disadvantaged families to explore science together. The project is utilizing a research and design process to create resources that meet the needs of families
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TEAM MEMBERS: Mary Haggerty Heather Lavigne Jessica Andrews
resource project Media and Technology
This project develops and examines place-based learning using mobile augmented reality experiences for rural families where museums and science centers are scarce yet where natural resources are rich with outdoor trails, parks, and forestlands. The collaborative research team, with members from rural libraries, outdoor learning centers, learning scientists at Penn State University, and rural communities in Pennsylvania, will develop augmented reality and mobile learning resources for families and children aged from 4 to 12. The goal is to help people see what is not visible in real-time in order to learn about life and earth sciences based on local watersheds, trees, and seasonal cycles that are familiar and relevant to rural communities. To accomplish this goal, the project team will create scientifically meaningful experiences for rural families and children in their out-of-school time through three iterations of research and design. Although there is evidence that augmented reality can support learning, little empirical research has been conducted to determine what makes one type of augmented learning experience more effective than others in outdoor learning spaces. This project will produce research findings on the utility of augmented reality for science learning with families and youths outdoors. 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

Through a four-year design-based research study, researchers will investigate three research questions. (1) How can outdoor learning experiences be enhanced with augmented reality and digital resources in ways that make science more visible and interesting?; (2) How do different forms of augmentations on trails and in gardens support science learning? 3) What social roles do children and parents play in supporting each other's science learning and connections to rural communities? Data collection includes video-recordings of children and families in the outdoors, learning analytics of people's behavior, and interviews with rural families. The project's research design will allow for the development of theory, which supports rural families learning science within and about their communities. At the end of the project, the team will offer generalizable design principles for technologically-enhanced informal learning for outdoor displays, gardens, and trails.

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: Heather Toomey Zimmerman Susan Land
resource project Public Programs
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 develop a national infrastructure of state and regional partnerships to scale up The Franklin Institute's proven model of Leap into Science, an outreach program that builds the capacity of children (ages 3-10) and families from underserved communities to participate in science where they live. Leap into Science combines children's science-themed books with hands-on science activities to promote life-long interest and knowledge of science, and does so through partnerships with informal educators at libraries, museums, and other out-of-school time providers. Already field-tested and implemented in 12 cities, Leap into Science will be expanded to 90 new rural and urban communities in 15 states, and it is estimated that this expansion will reach more than 500,000 children and adults as well as 2,700 informal educators over four years. The inclusion of marginalized rural communities will provide new opportunities to evaluate and adapt the program to the unique assets and needs of rural families and communities.

The project will include evaluation and learning research activities. Evaluation will focus on: 1) the formative issues that may arise and modifications that may enhance implementation; and 2) the overall effectiveness and impact of the Leap into Science program as it is scaled across more sites and partners. Learning research will be used to investigate questions organized around how family science interest emerges and develops among 36 participating families across six sites (3 rural, 3 urban). Qualitative methods, including data synthesis and cross-case analysis using constant comparison, will be used to develop multiple case studies that provide insights into the processes and outcomes of interest development as families engage with Leap into Science and a conceptual framework that guides future research. This project involves a partnership between The Franklin Institute (Philadelphia, PA), the National Girls Collaborative Project (Seattle, WA), Education Development Center (Waltham, MA), and the Institute for Learning Innovation (Corvallis, OR).
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TEAM MEMBERS: Darryl Williams Karen Peterson Lynn Dierking Tara Cox Julia Skolnik Scott Pattison
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane