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resource research Public Programs
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: Andrew Coy Foad Hamidi
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 research Informal/Formal Connections
Overlaying Computer Science (CS) courses on top of inequitable schooling systems will not move us toward “CS for All.” This paper prioritizes the perspectives of minoritized students enrolled in high school CS classrooms across a large, urban school district in the Western United States, to help inform how CS can truly be for all.
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TEAM MEMBERS: Jean Ryoo Tiera Tanksley Cynthia Estrada Jane Margolis
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.

Making, which supports interest-driven skill-development and learning, has been recognized as having the potential to engage underserved youth in STEM. Makerspaces are community spaces that allow participants to create items using tools, such as 3-D printers, computer-aided design, and digital fabrication technologies. Makerspaces and making-related programs are often inaccessible, unaffordable, or simply not available to underserved youth. Digital Harbor will partner with recreation centers, two in Pittsburgh and two in Baltimore, to research, refine and implement an equity-based approach to making that will engage underserved youth aged 12-16 in making. The project will prepare out-of-school time (OST) educators to collaboratively develop culturally sensitive curricula with underserved youth to engage them in maker-based technology and computer science experiences. The project will (1) design a professional development program that will prepare and support local educators to collaboratively design and deliver localized, maker-based, STEM curricula; (2) research the impact of these programs on both educators' and youth's self-efficacy, creativity, and attitudes towards STEM; and (3) develop and evaluate an online Localization Toolkit that will prepare educators in makerspaces across the nation in using an equity-based approach to create localized content. The project will result in four new maker sites (two in Baltimore and two in Pittsburgh directly impact 4 sites (10 educators and 240 youth). The project will result several resources that will support the development and educational programs of other community sites. The resources will include the Localization Toolkit, Case Studies, Best Practices, and Research Study. The Localization Toolkit has the potential to strengthen infrastructure and capacity building in OST maker-based programs, as well as other informal and formal education programs using similar pedagogies and design principles.

The project will use a mixed-methods approach in researching the challenges and processes involved in establishing the four maker sites in Baltimore and Pittsburgh, the approaches and effectiveness of the professional development program on OST educators, and the impacts of the project of participation on the self-efficacy, creativity, and attitudes on participating youth and educators. The research study will apply several instruments and data collection sources to develop quantitative data, including youth attendance logs, the Upper Elementary and Middle/High School Student Attitudes toward STEM survey, a retrospective technology self-efficacy survey and pre-post surveys. In addition to project document review, the researchers will collect qualitative data through educator interviews, educator focus groups, and youth focus groups. Project research and resources will reach key audiences of learning scientists and OST educators through articles in peer-reviewed and practitioner journals, public events and professional conferences. These audiences will also be reached through the project website, which will share project resources. The project will reach OST sites across the country directly through dissemination partners, including the National Recreation and Parks Association, Association of Science and Technology Centers, and statewide out-of-school networks.

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: Foad Hamidi Andrew Coy
resource research Public Programs
This paper contributes a theoretical framework informed by historical, philosophical and ethnographic studies of science practice to argue that data should be considered to be actively produced, rather than passively collected. We further argue that traditional school science laboratory investigations misconstrue the nature of data and overly constrain student agency in their production. We use our “Data Production” framework to analyze activity of and interviews with high school students who created data using sensors and software in a ninth-grade integrated science class. To understand the
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TEAM MEMBERS: Lisa Hardy Colin Dixon Sherry Hsi
resource project Professional Development, Conferences, and Networks
Aligning for Impact: Computer Science Pathways Across Contexts [CS-PAC] is an NSF INCLUDES Design and Development Launch Pilot. It broadens participation of students who are underrepresented in computer science by using the convening and policy-making power of the Georgia State Department of Education to coalesce school district leaders to implement K-12 computer science education. The project provides a national model for how to work toward systemic change. With the State Department of Education's coordination, several school districts will collaboratively seek improvements in their own student participation rates. The coordination of data reporting and analysis, resources, communications, and policy promote more equitable participation in computer science education. Research emerging from this project informs other states about how to collaboratively shape computer science education policy and policy implementation.

Using a Collective Impact approach to systemic change, the project creates sustainable institutional change at the community, state, and national levels. Qualitative and quantitative data provide descriptions about how to utilize alignment strategies within Collective Impact in three different contexts: rural, suburban, and urban. Outcomes utilize a regression discontinuity analysis to justify successful implementation as well as qualitative analysis of implementation efforts that were deemed most effective by all stakeholders. The project outputs directly affect over 88,000 students across five districts and indirectly affect over 1.7 million in Georgia alone. The culminating project goal is the development of a coherent framework for aligning K-12 computer science education pathways.
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TEAM MEMBERS: Caitlin Dooley Bryan Cox Shawn Utley
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
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 project Public Programs
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
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TEAM MEMBERS: Keith Braafladt Kristen Murray Mary Ann Steiner
resource research Media and Technology
The Computer Clubhouse aims to help inner-city youth gain that type of technological fluency. The Computer Clubhouse is designed to provide inner-city youth with access to new technologies. But access alone is not enough. The Clubhouse is based not only on new technology, but on new ideas about learning and community. It represents a new type of learning community—where young people and adult mentors work together on projects, using new technologies to explore and experiment in new ways.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk Stina Cooke
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale