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resource project Informal/Formal Connections
Arecibo C3 will serve as a collaborative hub for STEM discovery and exploration by building upon existing programs and opportunities established at the Arecibo site by previous NSF programs, while also creating new STEM education, research, and outreach programs and initiatives. The goals for the Center are to (1) promote STEM education, learning, and teaching; (2) support fundamental and applied STEM and STEM education research; (3) broaden participation in STEM; and (4) build and strengthen collaborations and partnerships.
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TEAM MEMBERS: Jose Agosto Rivera Joseph Carroll-Miranda Jaime Abreu Ramos Amilcar Velez Jason Williams Cristina Fernandez-Marco Wanda Diaz Merced Anuchka Ramos Patricia Ordonez
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
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TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource project Professional Development, Conferences, and Networks
The New York Hall of Science (NYSCI) will convene a two-day participatory design conference of to identify research and education opportunities in informal settings for supporting literacy concerning Artificial Intelligence (AI), especially for diverse and underserved youth whose communities are impacted by the bias in some AI processes. AI uses computer systems that simulate human intelligence. AI systems impact nearly every aspect of daily living, performing tasks underlying navigation apps, facial recognition, e-payments, and social media. AI can perpetuate inequities and biased outcomes in the culture at large. The conference will explore how to promote engagement and conceptual learning among youth about how AI works and what skills are needed to critically use and apply AI. The conference will also explore ways to support the interests of diverse and underserved children and youth in shaping AI and joining the growing STEM workforce that will use AI in their professions.

The conference will identify key features and needs with respect to AI literacy and explore the specific roles that informal learning can play in advancing AI literacy for youth in diverse and underserved communities. Participants in the conference will include designers, learning scientists, researchers, informal and formal educators, and science center professionals. Attendees will work in separate teams and as a group to explore and critique existing AI tools and learning frameworks, discuss lessons learned from promising AI literacy programs, and identify design principles and future directions for research. Specific attention will be paid to informal mechanisms of engagement, promising networks, and research-practice partnerships that take advantage of the unique affordances of informal learning and community services to accelerate AI literacy for historically excluded youth. The insights gained from this work will result in a set of research and programmatic priorities for informal institutions to promote AI literacy in culturally responsive ways. The resulting published guide and community events will broadly disseminate priorities and design principles generated by this convening to help informal learning institutions and community learning organizations identify both assets and priorities for addressing diversity, equity, access, and inclusion issues related to AI literacy.
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TEAM MEMBERS: Stephen Uzzo Dorothy Bennett Anthony Negron
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 project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported 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.
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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
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 Public Programs
Many people with autism are unemployed and isolated because they do not have access to educational opportunities that support them in finding jobs that match their potential. This research seeks to empower adolescents with autism to seek out careers that are well-matched with their strengths and interests. Many people with autism are interested in computing, a marketable skill. This project builds from this interest by developing strategies to effectively engage teenagers with autism. Although people with autism share a diagnosis, each person is unique and has the capacity to become a visionary and transformer in society in their own way. Teenagers with autism will be invited to participate in a game design workshop hosted by an award-winning, not-for-profit Tech Kids Unlimited. Teenagers often enjoy learning how to design games and can learn many useful skills through design. During each workshop, teenagers will rate different teaching strategies using a picture-based survey developed in collaboration with people with autism. It is expected that teenagers with autism who have difficulty focusing to be most engaged by strategies that include multiple types of information (for example, pictures, text, and speech). The team also expects those who are more focused to be most engaged by strategies with fewer sources of information. By developing clear guidelines to help educators match their teaching styles to how different students learn, the project will help them engage youth more effectively. Through an iterative process, the team will revise the game design workshop to make it more engaging for people with different types of autism. New groups of teenagers with autism will participate in improved game design workshops that include an internship in a technology company. An important outcome is to understand which strategies are engaging for young people with autism that help them develop the belief in their skills needed to seek out fulfilling careers. This award is funded by the Advanced 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 Research in Service to Practice project has the following aims: 1) Identify evidence-based strategies to engage youth with autism spectrum disorder (ASD) in informal STEM learning opportunities that are well matched to their attentional profiles, 2) Determine if engaging youth with ASD in informal STEM learning opportunities increases their STEM self-efficacy, and 3) Determine if engagement with STEM internship activities is associated with increased interest in STEM careers and career decision-making self-efficacy. Principles of Universal Design (UD) and Mayer's principles of effective multimedia instruction are frameworks employed to identify instructional strategies that are emotionally engaging for youth with diverse attentional profiles. The degree to which attentional differences contribute to different patterns of emotional engagement with informal STEM learning will be investigated. Guided by assessments of youth's engagement with different learning opportunities, 'diversity blueprints' or specific instructional strategies that help youth with diverse attentional profiles engage will be developed. After identifying strategies to engage neurodivergent (neurologically diverse) youth in informal STEM learning opportunities, the extent to which these strategies generalize to STEM internship sites will be explored. The team will study potential specificity of the types of contexts that promote different types of self-efficacy, with engagement with extracurricular STEM learning opportunities expected to preferentially target STEM self-efficacy while engagement with internships targets career decision-making self-efficacy. Although UD is often endorsed to promote STEM learning among students with disabilities, the proposed research would be the first iterative adaptation of instructional strategies designed to engage neurodivergent teens in informal STEM learning guided by a systematic analysis of how they engage with and feel about instructional strategies. Project deliverables include workshops for local after-school program providers, publications, a project website, and a multimodal guide of the process of developing 'diversity blueprints' and how to apply them for informal STEM educators and researchers.

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 Hurst Katie Gillespie
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 project Media and Technology
This Research Advanced by Interdisciplinary Science and Engineering (RAISE) project is supported by the Division of Research on Learning in the Education and Human Resources Directorate and by the Division of Computing and Communication Foundations in the Computer and Information Science and Engineering Directorate. This interdisciplinary project integrates historical insights from geometric design principles used to craft classical stringed instruments during the Renaissance era with modern insights drawn from computer science principles. The project applies abstract mathematical concepts toward the making and designing of furniture, buildings, paintings, and instruments through a specific example: the making and designing of classical stringed instruments. The research can help instrument makers employ customized software to facilitate a comparison of historical designs that draws on both geometrical proofs and evidence from art history. The project's impacts include the potential to shift in fundamental ways not only how makers think about design and the process of making but also how computer scientists use foundational concepts from programming languages to inform the representation of physical objects. Furthermore, this project develops an alternate teaching method to help students understand mathematics in creative ways and offers specific guidance to current luthiers in areas such as designing the physical structure of a stringed instrument to improve acoustical effect.

The project develops a domain-specific functional programming language based on straight-edge and compass constructions and applies it in three complementary directions. The first direction develops software tools (compilers) to inform the construction of classical stringed instruments based on geometric design principles applied during the Renaissance era. The second direction develops an analytical and computational understanding of the art history of these instruments and explores extensions to other maker domains. The third direction uses this domain-specific language to design an educational software tool. The tool uses a calculative and constructive method to teach Euclidean geometry at the pre-college level and complements the traditional algebraic, proof-based teaching method. The representation of instrument forms by high-level programming abstractions also facilitates their manufacture, with particular focus on the arching of the front and back carved plates --- of considerable acoustic significance --- through the use of computer numerically controlled (CNC) methods. The project's novelties include the domain-specific language itself, which is a programmable form of synthetic geometry, largely without numbers; its application within the contemporary process of violin making and in other maker domains; its use as a foundation for a computational art history, providing analytical insights into the evolution of classical stringed instrument design and its related material culture; and as a constructional, computational approach to teaching geometry.

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: Harry Mairson
resource project Public Programs
Research that seeks to understand classroom interactions often relies on video recordings of classrooms so that researchers can document and analyze what teachers and students are doing in the learning environment. When studies are large scale, this analysis is challenging in part because it is time-consuming to review and code large quantities of video. For example, hundreds of hours of videotaped interaction between students working in an after-school program for advancing computational thinking and engineering learning for Latino/a students. This project is exploring the use of computer-assisted methods for video analysis to support manual coding by researchers. The project is adapting procedures used for computer-aided diagnosis systems for medical systems. The computer-assisted process creates summaries that can then be used by researchers to identify critical events and to describe patterns of activities in the classroom such as students talking to each other or writing during a small group project. Creating the summaries requires analyzing video for facial recognition, motion, color and object identification. The project will investigate what parts of student participation and teaching can be analyzed using computer-assisted video analysis. This project is supported by NSF's EHR Core Research (ECR) program, the STEM+C program and the AISL program. The ECR program emphasizes fundamental STEM education research that generates foundational knowledge in the field. The project is funded by the STEM+Computing program, which seeks to address emerging challenges in computational STEM areas through the applied integration of computational thinking and computing activities within disciplinary STEM teaching and learning in early childhood education through high school (preK-12). 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.

The video analysis systems will provide video summarizations for specific activities which will allow researchers to use these results to quantify student participation and document teaching practices that support student learning. This will support the analysis of large volumes of video data that are often time-consuming to analyze. The video analysis system will identify objects in the scene and then use measures of distances between objects and other tracking methods to code different activities (e.g., typing, talking, interaction between the student and a facilitator). The two groups of research questions are as follows. (1) How can human review of digital videos benefit from computer-assisted video analysis methods? Which aspects of video summarization (e.g., detected activities) can help reduce the time it takes to review the videos? Beyond audio analytics, what types of future research in video summarization can help reduce the time that it takes to review videos? (2) How can we quantify student participation using computer-assisted video analysis methods? What aspects of student participation can be accurately measures by computer-assisted video analysis methods? The video to be used for this study is drawn from a project focused on engineering and computational thinking learning for Latino/a students in an after-school setting. Hundreds of hours of video are available to be reviewed and analyzed to design and refine the system. The resulting coding will also help document patterns of engagement in the learning environment.

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: Marios Pattichis Sylvia Celedon-Pattichis Carlos LopezLeiva
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

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: Ross Higashi