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resource research Websites, Mobile Apps, and Online Media
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: Kristen-Gillespie Lynch Amy Hurst Sinéad O’Brien Ariana Riccio Wendy Martin
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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TEAM MEMBERS: Katarina Lucas Roxanne Hughes Karen Peterson Abimbola Olukeye Qian Zhang
resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource project Media and Technology
Mid-America Science Museum will implement a professional development program for its education staff and those from member museums of the Arkansas Discovery Network. Museum staffers will participate in a series of three day-long workshops on robotics, app development, and microprocessors. Workshop follow-up will be in the form of strategically scheduled internet-based meetings, an online community, and various methods of evaluation. The program will provide up-to-date professional development and training in newer technologies for educators in the museum and from across Arkansas. Training will encourage these educators to develop their own activities to increase audience engagement and use modern technology to create powerful professional development opportunities for teachers. The project will advance the museum's strategic goal of being a leader in informal science education and creating professional development opportunities for museum educators across the region.
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TEAM MEMBERS: Jeremy Mackey
resource project Media and Technology
This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.

This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.

This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
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TEAM MEMBERS: Casey Lynch David Feil-Seifer
resource project Media and Technology
This Innovations in Development project is funded by the Advancing Informal STEM Learning 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.

Quantum information science (QIS) is an emergent cross-disciplinary field at the interface of physics, computer science, materials science, and engineering. Yet, there are few educational programs that encourage young people to explore QIS and understand its applications and societal benefits. Such programs are critical for supporting the growth of a quantum-ready workforce. Building intuition is a foundational first step but this is challenging because quantum effects are neither visible to the naked eye, nor experienced in everyday life. This project will create a suite of accessible, engaging digital games for middle schoolers, and study their effectiveness in cultivating intuition around QIS. Relating QIS concepts to common game mechanics is designed to increase students’ confidence in their QIS knowledge, reduce their fear of tackling such a subject, and consider pursuing a career in this field or another STEM area. The game-driven design appeals to a broad population beyond the age groups studied. Moreover, the deliverables will be freely available online, which allows anyone with a phone or computer and internet access a way to learn about QIS in an engaging, play-based environment. The program will partner with teacher organizations and other community groups to share the games, maximizing the project’s impact.

The project is guided by the QIS Key Concepts developed in 2020, as well as research and best practices on gamification of learning. The games will be designed for 6th-8th grade students in an informal setting, focusing on the concepts of probability, superposition, and role of measurement. A game world titled "Quander" will include videos that explicitly tie game experiences to QIS concepts and applications. The project will evaluate students' understanding after playing the games and watching the videos, how they engage with aspects of the games, and how the game impacted their interest in QIS. The project data will advance understanding of how to facilitate QIS informal learning experiences in ways that engage young audiences in QIS and similar abstract emerging areas of technology where current research is scant. This project represents one of the first efforts to teach QIS concepts in ways that connect directly to young learners’ play-based experiences. Data gathered from the project will help future program designers understand the ability of young learners to reason about QIS concepts such as measurement, superposition and probabilities in game contexts, providing insights to the ages at which students are ready for more technical content.
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TEAM MEMBERS: Diana Franklin Emily Edwards Danielle Harlow
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: The Advancing Informal STEM Learning 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 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 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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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 Media and Technology
Refugee youth are particularly vulnerable to STEM disenfranchisement due to factors including limited or interrupted schooling following displacement; restricted exposure to STEM education; and linguistic, cultural, ethnic, socioeconomic, and racial minority status. Refugee youth may experience a gap in STEM skills and knowledge, and a conflict between the identities necessary for participation in their families and communities, and those expected for success in STEM settings. To conduct research to better understand these challenges, an interrelated set of activities will be developed. First, youth will learn principles of physics and computing by participating in cosmic ray research with physicists using an instructional approach that builds from their home languages and cultures. Then youth periodically share what they are learning in the cosmic ray research with their parents, siblings, and science teachers at family and community science events. Finally, youth conduct reflective research on their own STEM identity development over the course of the project. Research on learning will be conducted within and across these three strands to better understand how refugee youth develop STEM-positive identities. This project will benefit society by improving equity and diversity in STEM through (1) creating opportunities for refugee youth to participate in physics research and to develop computing skills and (2) producing knowledge on STEM identity development that may be applied more broadly to improve STEM education. Deliverables from this project include: (a) research publications on STEM identity and learning; (b) curriculum resources for teaching physics and computing to multilingual youth; (c) an online digital storytelling exhibit offering narratives about belonging in STEM research which can be shared with STEM stakeholders (policy makers, scientists, educators, etc.); and (d) an online database of cosmic ray data which will be available to physicists worldwide for research purposes. This Innovations in Development proposal 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.

This program is designed to provide multiple contexts, relationships, and modes across and within which the identity work of individual students can be studied to look for convergence or divergence. To achieve this goal, the research applies a linguistic anthropological framework embedding discourse analysis in a larger ethnography. Data collected in this study include field notes, audio and video recordings of naturalistic interactions in the cosmic ray research and other program activities, multimodal artifacts (e.g., students' digital stories), student work products, interviews, and surveys. Critically, this methodology combines the analysis of identity formation as it unfolds in moment-to-moment conversations (during STEM learning, and in conversations about STEM and STEM learning) with reflective tasks and the production of personal narratives (e.g., in digital stories and interviews). Documenting convergence and divergence of STEM identities across these sources of data offers both methodological and theoretical contributions to the field. The research will offer thick description of the discursive practices of refugee youth to reveal how they construct identities related to STEM and STEM disciplines across settings (e.g., during cosmic ray research, while creating digital stories), relationships (e.g., peer, parent, teacher), and the languages they speak (e.g., English, Swahili). The findings will be of potential value to instructional designers of informal learning experiences including those working with afterschool, museums, science centers and the like, educators, and scholars of learning and identity.

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: Tino Nyawelo John Matthews Jordan Gerton Sarah Braden
resource project Media and Technology
This award takes an innovative approach to an ongoing, pervasive, and persistent societal issue: women are still drastically underrepresented in computing careers. This project targets middle school-aged girls because it is a time when many of them lose interest and confidence in pursuing technical education and computing careers. This project will design, develop, and deploy a one-week experience focused on middle school girls that targets this issue with a novel combination of teaching techniques and technology. The project will use wearable computing devices to support girls' social interactions as they learn computing and solve technical challenges together. The goals of the project are to raise interest, perceived competence, and involvement in the computational ability of girls. Additionally, the project aims to increase a sense of computational community for girls that makes pursuing computational skills more relevant to their identities and lives, and that helps continued participation in computing. The project will deploy a one-week experience four times per year with a socioeconomically diverse range of campers. The project will also develop a 'program in a box' kit that can be broadly used by others wishing to deliver a similar experience for girls.

The planned research will determine if a one-week experience that uses social wearable construction in the context of live-action role play can use the mediating process of computational community formation to positively impact middle school girls' engagement with and interest in computation. Computational community is defined as girls engaging together in the process of learning computation, trading resources and knowledge, and supporting growth. Research participants will include 100 6th to 9th-grade girls. At least 75% of the participants will be either low income, first-generation college-bound, or underrepresented in higher education. Students will be recruited through the longstanding partnerships with title one schools in the Salinas Valley, the Educational Partnership Center, and in the Pajaro Valley Unified School district, where 82% of the students are Hispanic/Latinx, 42% are English Learners, and 73% are eligible for free or reduced lunch. The research questions are: 1) Does the proposed experience increase girls' self-reported competence, self-efficacy, and interest in computational skills and careers? and 2) Will the proposed experience lead to activity-based evidence of learning and integration of computational skills at the group social level? The project will use a mixed-methods, design-based research approach which is an iterative design process to rapidly collect and analyze data, and regularly discuss the implications for practice with the design team. Data will be collected using observations, interviews, focus groups, surveys, and staff logs. Quantitative data will be analyzed using frequencies, means, and measures of dispersion will be applied to survey data from both time points. Pearson correlation coefficients will be used to describe the bivariate relationship between continuous factors. ANOVAs will assess whether there are significant differences in continuous measures across groups. Qualitative data will be analyzed using a constant comparison method.

This Innovations in Development award 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.

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: Katherine Isbister
resource project Media and Technology
This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. COVID-19 presents a national threat to the health of children and families, presenting serious implications for the mental and physical health of children. Child development scientists have already warned of increasing stress levels among the U.S. child population, especially those in low-income families of color. In addition, Latino children are disproportionately impoverished, and benefit from culturally relevant information. Parents and caregivers need to be armed with effective science-based strategies to improve child prospects during this global crisis. Harnessing well-established partnership (including with local TV news partners and parent-serving organizations) strengthens the potential for broad impacts on the health and well-being of children and families during the COVID-19 pandemic. As the pandemic persists, widely disseminating accurate research-based strategies to support parents and families, with a focus on low-income Latino parents, is crucial to meeting the needs of the nation's most vulnerable during this global crisis. The award addresses this urgent need by producing research-based news videos on child development for distribution on broadcast television stations that reach low income Latino parents. The videos will communicate research-based recommendations regarding COVID-19 in ways that are relatable to Latino parents and lead to positive parenting during this pandemic. A "how to" video will also be produced showing parents how to implement some of the practices. Project partners include Abriendo Puertas, the largest U.S. parenting program serving low-income Latinos, and Ivanhoe Broadcasting.

Research questions include: 1) What information do parents need (and potentially what misinformation they are being exposed to)? 2) What are they sharing? 3) How does this vary geographically? 4) Can researchers detect differences in public engagement in geographic areas where TV stations air news videos as compared to areas that don't? This project will use data and communication science research strategies (e.g. natural language processing from online sites where parents are asking questions and sharing information) to inform the content of the videos and lead to the adoption of featured behaviors. Data from web searches, public Facebook pages, and Twitter posts will be used to gain a window into parents' main questions and concerns including information regarding hygiene, how to talk about the pandemic without frightening their children, or determining veracity of what they hear and see related to the pandemic.

This organic approach can detect concerns that parents may be unlikely to ask doctors or discuss in focus groups. Methodologically, the researchers will accomplish this by natural language analysis of the topics that parents raise; the words and phrases they use to talk about specific content; and any references to external sources of information. Where possible, the researchers will segment this analysis by geography to see if there are geographical differences in information needs and discourse. A research brief will share new knowledge gained with the field on how to respond to national emergencies, such as the COVID-19 pandemic, using local TV news and reinforcement of messages across contexts. The findings from this award will provide a knowledge base that can be utilized to better inform responses to national emergencies in the future. By broadly disseminating these findings through a research brief, the project?s innovative research will advance the field of communication science.

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: Alicia Torres
resource research Media and Technology
Increasing demand for curricula and programming that supports computational thinking in K-2 settings motivates our research team to investigate how computational thinking can be understood, observed, and supported for this age group. This study has two phases: 1) developing definitions of computational thinking competencies, 2) identifying educational apps that can potentially promote computational thinking. For the first phase, we reviewed literatures and models that identified, defined and/or described computational thinking competencies. Using the model and literature review, we then
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TEAM MEMBERS: Hoda Ehsan Chanel Beebe Monica Cardella