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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 project Public Programs
Mathematizing, Visualizing, and Power (MVP): Appalachian Youth Becoming Data Artists for Community Learning is a three-year Advancing Informal STEM Learning, Innovations and Development, project that focuses on community-centered data exploration catalyzed by youth. The project develops statistical artistry among young people in East Tennessee Appalachian communities and enables these youth to share their data visualizations with their communities to foster collective reflection and understanding. The creative work generated by the MVP project will be compelling in two ways, both as statistical art and as powerful statements giving voice to the experience of communities. Critical aspects of the MVP model include (1) youth learning sessions that position youth as owners of data and producers of knowledge and (2) Community Learning Events that support community learning as youth learning occurs. The MVP project has a primary focus on broadening the STEM participation of underrepresented communities of Appalachia. The project’s mission is to increase the learning and life outcomes of young people and communities of Appalachia by creating a meaningful foundation of data science and collective data exploration. The University of Tennessee partners with Pellissippi State Community College, Drexel University, and the Boys & Girls Club of the Tennessee Valley to bring together a convergent team of community members, practitioners, and professionals, with the expertise to carry out the project. The project will impact approximately 120 youth and 3800 of their East Tennessee community members. The research generated will inform how to engage community members in learning about community issues through the exploration of datasets relevant to participants.

The field of STEM education is in urgent need of knowledge about effective models to inspire community-based data exploration with young people as leaders in these efforts. The MVP project includes engaging youth with meaningful problems, building a discourse community with possibilities for action, re-positioning youth as knowledge producers within their own communities, leveraging linguistic and cultural resources of the youth participants and their communities, and implementing critical events that support substantial interaction between youth, community members, and the data visualizations. MVP builds on the idea that the design of data visualizations requires an understanding of both data science and artistic design. Research will inform the model of community engagement, examine data artists’ identities, and document community learning. The MVP model will be designed, developed, tested, and refined through three cycles of design-based research. The overarching research question guiding these cycles is: What affordances (and delimitations) related to identity and learning does the model provide for MVP Youth and community members? Data sources for the project include: fieldnotes, portfolios created by MVP Youth, youth pre/post interviews, observations of the learning sessions, a project documentary, surveys for youth and community members, interviews with community members, and audience feedback. The National Institute for STEM Evaluation and Research (NISER) will provide formative and summative evaluation about project activities. Formative feedback will be integrated into the ongoing research cycles. The research conducted will inform (1) the community learning model; (2) the integrated pedagogy and curriculum of the MVP Youth learning sessions that emphasize data science through design arts; and, (3) research on community learning and youth identity. Findings will be shared through conferences, academic and practitioner-focused journals, a video documentary, a Summit on Engaging Youth and Communities in Data, and a project website.
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TEAM MEMBERS: Lynn Hodge Elizabeth Dyer Joy Bertling Carlye Clark
resource project Informal/Formal Connections
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.

The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
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TEAM MEMBERS: Edward Price Frank Gomez James Marshall Sinem Siyahhan James Kisiel Heather Macias Jessica Jensen Jasmine Nation Alexandria Hansen Myunghwan Shin
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
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TEAM MEMBERS: Ross Higashi
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 research Public Programs
This project created a social programmable robot to engage middle school girls in computer programming.
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TEAM MEMBERS: Erin Walker Amy Ogan Kimberly Scott
resource project Public Programs
This Research in Service to Practice 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 will research the educational impact of social robots in informal learning environments, with applications to how social robots can improve participation and engagement of middle-school girls in out-of-school computer science programs in under-resourced rural and urban areas. The use of robots to improve STEM outcomes has focused on having learners program robots as tools to accomplish tasks (e.g., play soccer). An alternate approach views robots as social actors that can respond intelligently to users. By designing a programmable robot with social characteristics, the project aims to create a culturally-responsive curriculum for Latina, African American, and Native American girls who have been excluded by approaches that separate technical skill and social interaction. The knowledge produced by this project related to the use and benefits of social programmable robots has the potential to impact the many after-school and weekend programs that attempt to engage learners in STEM ideas using programmable robot curricula.

The project robot, named Cozmo, will be programmed using a visual programming language and will convey emotion with facial expressions, sounds, and movements. Middle school girls will engage in programming activities, collaborative reflection, and interact with college women mentors trained to facilitate the course. The project will investigate whether the socially expressive Cozmo improves computer science outcomes such as attitudes, self-efficacy, and knowledge among the middle school female participants differently than the non-social version. The project will also investigate whether adding rapport-building dialogue to Cozmo enhances these outcomes (e.g., when a learner succeeds in getting Cozmo to move, Cozmo can celebrate, saying "I can move! You're amazing!"). These questions will be examined research conducted with participants in multi-session after-school courses facilitated by Girl Scout troops in Arizona. The project will disseminate project research and resources widely by sharing research findings in educational and learning science journals; creating a website with open source code for programming social robots; and making project curriculum and related guidelines available to Girl Scouts and other educational 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: Amy Ogan Erin Walker Kimberly Scott
resource project Informal/Formal Connections
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 address the issues around Informal Education of rural middle school students who have high potential regarding academic success in efforts to promote computer and IT knowledge, advanced quantitative knowledge, and STEM skills. Ten school districts in rural Iowa will be chosen for this study. It is anticipated that new knowledge on rural informal education will be generated to benefit the Nation's workforce. The specific objectives are to understand how informal STEM learning shapes the academic and psychosocial outcomes of rural, high-potential students, and to identify key characteristics of successful informal STEM learning environments for rural, high-potential students and their teachers. The results of this project will provide new tools for educators to increase the flow of underserved students into STEM from economically-disadvantaged rural settings.

The President's Council of Advisors on Science and Technology predicts a rapid rise in the number of STEM jobs available in the next decade, describing an urgent need for students' educational opportunities to prepare them for this workforce. In 2014, 62% of CEOs of major US corporations reported challenges filling positions requiring advanced computer and information technology knowledge. The project team will use a mixed methods approach, integrating comparative case study and mixed effects longitudinal methods, to study the Excellence program. Data sources include teacher interviews, classroom observations, and student assessments of academic aptitude and psychosocial outcomes. The analysis and evaluation of the program will be grounded in understanding the local efforts of school districts to build curriculum responsive to the demands of their high-potential student body. The project design, and subsequent analysis plan, utilizes a mixed methods approach, incorporating case study and longitudinal quantitative methods to analyze naturalistic data and build robust evidence for the implementation and impact of this program. This project will provide significant insights in how best to design, implement, and support informal out-of-school learning environments to broaden participation in the highest levels of STEM education and careers for under-resourced rural students.
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TEAM MEMBERS: Susan Assouline
resource project Public Programs
While the term 'failure' brings to mind negative associations, there is a current focus on failure as a driver of innovation and development in many professional fields. It is also emerging from prior research that for STEM professionals and educators, failure plays an important role in designing and making to increase learning, persistence and other noncognitive skills such as self-efficacy and independence. By investigating how youth and educators attend to moments of failure, how they interpret what this means, and how they respond, we will be better able to understand the dynamics of each part of the experience. The research team will be working with youth from urban, suburban and rural settings, students from Title I schools or who qualify for free/reduced-price lunches, those from racial and ethnic minority groups, as well as students who are learning English as a second language. These youth are from groups traditionally underrepresented in STEM and in making, and research indicates they are more likely to experience negative outcomes when they experience failure.

The intellectual merit of this project centers on establishing a baseline understanding of how failure in making is triggered and experienced by youth, what role educators play in the process, and what can be done to increase persistence and learning, rather than failure being an end-state. The research team will investigate these issues through the use of qualitative and quantitative research methods. In particular, the team will design and evaluate the effectiveness of interventions on increasing the abilities of youth and educators in noticing and responding to failures and increasing positive (e.g., resilience) outcomes. Research sites are selected because they will allow collection of data on youth from a wide range of backgrounds. The research team will also work to test and revise their hypothesized model of the influence of factors on persistence through failures in making. This project is a part of NSF's Maker Dear Colleague Letter (DCL) portfolio (NSF 15-086), a collaborative investment of Directorates for Computer & Information Science & Engineering (CISE), Education and Human Resources (EHR) and Engineering (ENG).
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TEAM MEMBERS: Adam Maltese Amber Simpson Alice Anderson
resource evaluation Public Programs
In 2006, the Institute for Advanced Learning and Research (IALR) received a three-year grant from the National Science Foundation's Information/Innovative Technology Experiences for Students and Teachers (ITEST) division to create the Dan River Information Technology Academy (DRITA) for under-served high school students in rural Virginia. The only program of its kind in Southern Virginia, the program was designed to provide participating students with competencies in information technology (IT) and workforce skills. In addition, the program seeks to encourage students to graduate from high
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TEAM MEMBERS: Irene Goodman Lorraine Dean Miriam Kochman Helena Pylvainen Colleen Manning Karen Peterman Institute of Advanced Learning and Research
resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
resource project Public Programs
This comprehensive ITEST project would provide sixty middle and high school teachers with an introduction to Geographic Information System (GIS) and Global Positioning System (GPS) technologies. The project, which brings together a leadership team of educators, science researchers and experts in resource management, is based at the University of Maryland Center for Environmental Science Appalachian Laboratory, a research facility that studies stream and forest ecosystems. The program will focus on environmental applications in which teachers use probes to investigate the properties of local forest and stream ecosystems. Teachers will apply their technology experiences to creating standards based lessons aligned with local curricula. The teacher participants will be recruited from rural, underserved Appalachian communities in western Maryland and northern West Virginia. Local students will be recruited to participate in a four-day summer session that includes field-testing the proposed lessons and learning about career opportunities in information technology.
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TEAM MEMBERS: Cathlyn Merrit Davis Philip Townsend