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resource project Public Programs
The Aldrich Contemporary Art Museum will amplify its partnership with Hart Magnet School, a Title 1 elementary school in urban Stamford, Connecticut, by increasing exposure and access to the arts for first-fifth graders, their families, and educators. A new program model, leveraging the museum's artist exhibitions, will focus on technology and an inquiry-based approach to science. Students, educators, and families will be encouraged to see and think in new ways through on-site STEAM tours at the museum, artist-led workshops at Hart, teacher professional development, and afterschool family activities. Outside evaluators will work with the project team to develop goals and associated metrics to measure how the model of museum-school partnership can enhance student achievement, engage families more deeply in their child's school experience and community, and contribute to teacher professional development. The evaluator will also train museum staff on best practices for program assessment.
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TEAM MEMBERS: Namulen Bayarsaihan
resource evaluation Professional Development, Conferences, and Networks
Fostering STEAM provided exceptional professional development that was highly rated by participants and contributed to expected participant learning outcomes. The in-person Fostering STEAM workshop reflected professional development best practices. Likewise, the online Fostering STEAM course reflected indicators of effective online continuing education and professional development. The Fostering STEAM professional development contributed to significant self-reported growth in principles or beliefs related to the Fostering STEAM instructional approach, as well as preparedness to develop and
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TEAM MEMBERS: Angela Larson
resource project Public Programs
The Children's Museum of the Upstate will expand its STEAM outreach programming to benefit both teachers and students in the Greenville County Schools. The museum will serve 2,000 students through STEAM programs held on-site at their elementary schools, with a focus on curriculum areas where standardized test scores indicate that students are struggling. A new program for preschoolers will be piloted in the school district's six child development centers. The pre-school classes will visit the museum for a field trip that includes free exploration time and a tailored storytime lesson. The museum will also present four teacher workshops reaching 400 educators to assist them in teaching STEAM topics. An independent evaluator will conduct an evaluation of the outreach programming and develop assessment tools to help determine how the curriculum can support student achievement and result in improved standardized test scores.
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TEAM MEMBERS: Jane Gomez
resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Many informal learning institutions use STEAM approaches to engage diverse learners. Our project aims to support educators in libraries, museums, and after school programs through a STEAM professional development (PD) series. Our PD approach is centered around a set of core STEAM practices that prioritize STEAM mindset and identity work. Participants engage in exemplar activities and design new experiences for their specific teaching and learning contexts. The series involves in- person sessions, online training, and team
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TEAM MEMBERS: Laura Conner Blakely Tsurusaki Carrie Tzou Mareca Guthrie Stephen Pompea Perrin Teal-Sullivan
resource project Public Programs
Maker education has increased tremendously in community settings and classrooms across the country. Maker education is learner-driven and hands-on, often collaborative, and may focus on solving a problem or designing an object or device. There is a growing need for assessment and evaluation tools and approaches to understand and improve the nature of maker learning and provide evidence for the value of maker pedagogy. This workshop will bring together approximately 25 researchers from formal and informal settings as well as practitioners to review current maker assessment and evaluation tools and examine the role those tools can play for informing research and practice. The workshop will identify areas where future work is needed, including designing assessment and evaluation that effectively addresses the interests and needs of diverse learners. The workshop will disseminate an online collection of these assessment and evaluation tools, a research brief, and several webinars sharing the results and recommendations of the conference.

The two-day, in-person conference will include pre-workshop surveys to determine and refine issues for consideration at the conference, identify a core set of readings and resources for conference participants, and to identify key topics for research briefings presented at the conference. The conference will include background briefings, hands-on try-outs of assessment tools, synthesis discussions, and identification of future directions for research and next steps. Resources developed from the workshop will be widely disseminated through workshop partner Maker Education’s website, an annual maker conference held at the University of Wisconsin, and through other publications reaching researchers and practitioners in informal and formal educational settings,

This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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resource project Public Programs
This workshop is funded through the "Dear Colleague Letter: Principles for the Design of Digital Science, Technology, Engineering, and Mathematics (STEM) Learning Environments (NSF 18-017)." In today's educational climate, organizations are creating physical learning spaces for hands-on STEM activities, often called makerspaces, co-working spaces, innovation labs, or fablabs. These spaces have evolved to be interdisciplinary centers that personalize learning for individual, diverse learners in collaborative settings. When designed well, these physical spaces create communities that contextualize learning around participants' goals and thus address STEM learning in a dynamic and integrated way. Participation in these learning environments encourages the cultivation of STEM identities for young people and can positively direct their career trajectories into STEM fields. This workshop will bring together a community of collaborators from multiple stakeholder groups including academia, public libraries, museums, community based organizations, non-profits, media makers and distribution channels, and educators within and beyond K-12 schools. Led by the University of Arizona, and held at Biosphere 2, an international research facility, participants will engage in activities that invite experimentation with distributed learning technologies to examine ways to adapt learning to the changing technological landscape and create robust, dynamic online learning environments. The workshop will culminate in a synthesis of design principles, assessment approaches, and tools that will be shared widely. Partnerships arising from the workshop will pave the way for sustained efforts in this area that span research and practice communities. Outcomes will address research and development of the next generation of digitally distributed learning environments.

The three day workshop convening will provide a unique forum to (1) exchange innovative ideas and share challenges and opportunities, (2) connect practical and research-based expertise and (3) form cross-institutional and cross-community partnerships that envision, propose, and implement opportunities for collecting and analyzing data to systematically inform the collective understanding. Participation-based activities will include design-based experiences, participatory activities, demonstrations of works in progress, prototyping, creative pitching, practitioner lightning talks, small group breakouts, hands-on design activities, and an 'unconference' style synthesis of bold ideas. Participants will be invited to experiment with distributed learning technologies. Five focus areas for the workshop include (1) inclusivity of learning spaces that invite multiple perspectives and full participation, (2) documenting learning in ways that are linked to outcomes and impacts for all learners, (3) implementing the use of new technologies in diverse settings, such as the workforce, (4) interpersonal interactions and peer-to-peer learning that may encourage a STEM career-path, and, (5) methods for collecting and analyzing data at the intersection of people, the learning environment, and new technologies at multiple levels. Outcomes of the workshop will serve to advance knowledge regarding critical gaps and opportunities and identify and characterize models of collaboration, networking, and innovation that operate within and across studio-based STEM learning environments.

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: Jill Castek Leslie Sult Jennifer Nichols Kevin Bonine Blaine Smith
resource project Public Programs
This project is a Smart and Connected Communities award. The community is part of Evanston, Illinois and is composed of the lead partners described below:


EvanSTEM which is a in-school/out of school time (OST) program to improve access and engagement for students in Evanston who have underperformed or been underrepresented in STEM.
McGaw YMCA which consists of 12,000 families serving 20,000 individuals and supporting technology and makerspace activities (MetaMedia) in a safe community atmosphere.
Office of Community Education Partnerships (OCEP) at Northwestern University which provides support for the university and community to collaborate on research, teaching, and service initiatives.


This partnership will develop a new approach to learning enagement through the STEAM (Science, Technology, Engineering, Arts, and Mathematics) interests of all young people in Evanston. This project is entitled Interests for All (I4All) and builds upon existing research results of the two Principal Investigators (PIs) and previous partnerships between the lead partners (EvanSTEM and MetaMedia had OCEP as a founding partner). I4All also brings together Evanston school districts, OST prividers, the city, and Evanston's Northwestern University as participants.

In particular the project builds on PI Pinkard's Cities of Learning project and co-PI Stevens' FUSE Studios project. Both of these projects have explicit goals to broaden participation in STEAM pursuits, a goal that is significantly advanced through I4All. In this project, I4All infrastructure will be evaluated using quantitative metrics that will tell the researchers whether and to what degree Evanston youth are finding and developing their STEAM interests and whether the I4All infrastructure supports a significantly more equitable distribution of opportunities to youth. The researchers will also conduct in depth qualitative case studies of youth interest development. These longitudinal studies will complement the quantitative metrics of participation and give measures that will be used in informing changes in I4All as part of the PIs Design Based Implementation Research approach. The artifacts produced in I4All include FUSE studio projects, software infrastructure to guide the students through OST and in-school activities and to provide to the students actionable information as to logistics for participation in I4All activities, and data that will be available to all stakeholders to evaluate the effectiveness of I4All. Additionally, this research has the potential to provide for scaling this model to different communities, leveraging the OST network in one community to begin to offer professional development more widely throughout the school districts and as an exemplar for other districts. These research results could also affect strategies and policies created by local school officials and community organizations regarding how to work together to create local learning environments to create an ecosystem where formal and informal learning spaces support and reinforce STEAM knowledge.

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: Nichole Pinkard Reed Stevens
resource research Public Programs
But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
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TEAM MEMBERS: Bronwyn Bevan Kylie Peppler Mark Rosin Lynn Scarff Lissa Soep Jen Wong
resource research Public Programs
As an emerging field of theory, research, and practice, STEAM (Science, Technology, Engineering, Arts and Mathematics) has received attention for its efforts to incorporate the arts into the rubric of STEM learning. In particular, many informal educators have embraced it as an inclusive and authentic approach to engaging young people with STEM. Yet, as with many nascent fields, the conceptualization and usage of STEAM is somewhat ambivalent and weakly theorized. On the one hand, STEAM offers significant promise through its focus on multiple ways of knowing and new pathways to equitable
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TEAM MEMBERS: Sam Mejias Naomi Thompson R Mishael Sedas Mark S Rosin Elisabeth (Lissa) Soep Kylie Peppler Joseph Roche Jen Wong Mairéad Hurley Philip Bell Bronwyn Bevan
resource project Public Programs
The goal of the National Science Foundation?s Research Coordination Network (RCN) program is to advance a field or create new directions in research or education by supporting groups of investigators to communicate and coordinate their research, training and educational activities across disciplinary, organizational, geographic and international boundaries. This RCN will bring together scholars and practitioners working at the intersection of equity and interdisciplinary making in STEM education. Making is a culture that emphasizes interest-driven learning by doing within an informal, peer-led and creative social environment. Hundreds of maker spaces and maker-oriented classroom pedagogies have developed across the country. Maker spaces often include digital technologies such as computer design, 3-D printers, and laser cutters, but may also include traditional crafts or a variety of artist-driven creations. The driving purpose of the project is to collectively broaden STEM-focused maker participation in the United States through pursuing common research questions, sharing resources, and incubating emergent inquiry and knowledge across multiple working sites of practice. The network aims to build capacity for research and knowledge, building in consequential and far-reaching mechanisms to leverage combined efforts of a core group of scholars, practitioners, and an extended network of formal and informal education partners in urban and rural sites serving people from groups underrepresented in STEM. Maker learning spaces can be particularly fruitful spaces for STEM learning toward equity because they foster interest-driven, collective, and community-oriented learning in making for social and community change. The network will be led by a team of multi-institutional and multi-disciplinary researchers from different geographic regions of the United States and guided by a steering committee of prominent researchers and practitioners in making and equity will convene to facilitate network activities.

Equitable processes are rooted in a commitment to understand and build on the skills, practices, values, and knowledge of communities marginalized in STEM. The research network aims to fill in gaps in current understandings about making and equity, including the many ways different projects define equity and STEM in making. The project will survey the existing research terrain to develop a dynamic and cohesive understanding of making that connects to learners' STEM ideas, communities, and historical ways of making. Additionally, the network will collaboratively develop central research questions for network partners. The network will create a repository for ethical and promising practices in community-based research and aggregate data across sites, among other activities. The network will support collaboration across a multiplicity of making spaces, research institutions, and community organizations throughout the country to share data, methodologies, ways of connecting to local communities and approaches to robust integration of STEM skills and practices. Project impacts will include new research partnerships, a dissemination hub for research related to making and equity, professional development for researchers and practitioners, and leveraging collective research findings about making values and practices to improve approaches to STEM-rich making integration in informal learning environments. The project is funded by NSF's Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of settings. 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 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: Maria Olivares Eli Tucker-Raymond Edna Tan Jill Castek Cynthia Graville
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

Project partners include the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation, and Twin Cities Public Television. The project will rely significantly on expertise from the Latinx community.

Project Plan

Building on an established librarian training model, the project will introduce library staff to the STEAM content and guide them in developing their own STEAM Learning Pathways. The project will draw on existing professional infrastructure from the ALA and the Institute for Learning Innovation’s established community of practice. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project.

The Research

The research team will study the efficacy of each pathway, alone and in tandem, on participant’s interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews, and case studies. The results should yield a model for nationwide application and contribute insights for the formal education sector.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Lainie Castle
resource research Professional Development, Conferences, and Networks
Many informal learning institutions are experimenting with STEAM approaches to engage diverse learners. However, what STEAM means, including how to design and enact STEAM experiences, is undertheorized. We are offering a PD series for informal educators that centers around a set of core STEAM practices that support identity work among learners. The series involves in-person sessions, online training, and team coaching during the design phase. This poster was presented at the 2019 NSF AISL Principal Investigators Meeting.
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TEAM MEMBERS: Laura Conner Blakely Tsurusaki Carrie Tzou Mareca Guthrie Stephen Pompea Perrin Teal-Sullivan