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resource project Public Programs
The role of afterschool programs in the science, technology, engineering, and mathematics (STEM) learning ecosystem has grown over the past two decades, which has led to increasing efforts to support and improve program quality. These efforts include developing STEM programs and curricula, creating standards for facilitating informal STEM learning experiences, building networks of support, and developing tools for assessment and evaluation. However, such efforts may have limited impact in terms of ongoing quality improvement. STEM curricula vary in disciplinary focus, quality and may not apply to local contexts and needs. Many afterschool programs resort to using simple STEM kits or online activities rather than rigorous curricula with support for educators. The project will study how the California Department of Education's (CDE) efforts to change organizational culture to support continuous quality improvement (CQI) have affected the offerings and quality of afterschool STEM in the state's more than 4,500 publicly funded afterschool sites. The EPISTEMIC project will contribute new research findings on how CQI can increase access to higher quality STEM learning opportunities for underserved youth. Even more important, the project will provide new insights on how organizational culture affects participation in and implementation of afterschool CQI.

The team will use an organizational theory framework and a mixed methods approach to conduct three research activities: (1) Describe the organizational context through interviews, participant observations, and artifact analysis to map and describe the overall support system as a context for understanding organizational culture change; (2) Describe change over time in organizational culture, CQI processes, and STEM program offerings and quality through surveys/interviews of afterschool youth, staff, directors, and grantee representatives; and (3) Generate explanations about the relationships between organizational culture, CQI, and STEM quality in different contexts through in depth case studies. Bringing organizational culture, CQI, and STEM offerings and quality into shared focus is the most important intellectual contribution of this work. Organizational theory's sensemaking concept will guide analyses to describe, exemplify, and generate theoretical explanations for patterns in organizational culture, CQI, and STEM program changes, with attention to relevant contextual factors.

Continuous quality improvement provides tools for afterschool STEM staff to identify needs and ways to improve. The EPISTEMIC study will contribute recommendations on the systemic, organizational, and cultural aspects of improvement strategies relevant to policymakers, funders, support providers, and afterschool organizations in California, as well as other state or nongovernmental support systems around the country. The study will also produce CQI guidelines for reflecting on and incorporating changes to organizational culture as part of CQI for afterschool staff and site directors. These will be helpful for practitioners around the country. The study's focus on three organizational contexts -- school district, national afterschool, and local afterschool -- will extend the relevance of the findings and recommendations, which will be disseminated through forums, workshops, and articles in practice and policy-oriented publications. The study will also benefit the research community by providing a framework and methods for studying organizational culture and CQI. The findings on the relationships between organizational culture, CQI, and STEM offerings and outcomes will provide a foundation for further research on how these relate to STEM learning outcomes for youth. EPISTEMIC 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 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: Patrik Lundh Andrea Beesley Timothy Podkul Carrie Allen
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 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 project Public Programs
Addressing Societal Challenges through STEM (ASCs) received NSF AISL funding to conduct a Literature Review and Synthesis to answer the question: How are informal learning institutions advancing the use of STEM knowledge and scientific reasoning in the ways that individuals, families, and communities understand what they can do, and apply their learning to solving the societal challenges of our time? Using a definition of societal challenges based on research around the public understanding of social problems, this systematic literature review will identify, analyze, and synthesize three bodies of peer and field-reviewed literature (peer-reviewed journals, graduate theses, and evaluation reports of nationally-funded project).

Over the past decade, Informal STEM learning organizations have increasingly engaged in innovative ways to present STEM knowledge within the context of societal challenges such as climate change, energy sources, cyber-security, Nanotechnologies, coastal resilience, and other topics. These efforts significantly expand the traditional work of Informal STEM Learning (ISL) organizations, often leading to new types of interventions, partnerships, impacts, and assessment tools. Analyzing and interpreting the aggregate of this work will advance theoretical and practical knowledge about the potential of ISL’s in advancing the place of STEM in addressing societal challenges.

Demonstrating and articulating the characteristics of how ISL organizations are addressing societal challenges, encourages and informs the ways institutions can address the NSF strategic goal to “Advance the capability of the Nation to meet current and future challenges.” The project outputs aim to Enhance Knowledge-building, Build Capacity of the Field, and Maximize Strategic Impact by informing the strategies used by organizations and individuals. The results also aim to Broaden Participation by articulating the ways STEM knowledge is embedded and linked to personal experiences and choices.

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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resource project Media and Technology
Future educational robots are emerging as social companions supporting learning. By socially interacting with such a robot, learners can potentially reason and talk about the things they are learning and receive help in seeing the relevance of STEM in their daily lives. However, little is known about how to design educational robots to work with youth at home over a long period of time. This project will develop an informal science learning program, called STEMMates, in collaboration with a local community center, for youth with little interest in science. The program will partner learners with an in-home learning companion robot, designed to read books with youth and provide science activities for them at the community center, where youth will engage in exciting and personally relevant science learning. As the learner reads books, the robot will make comments about what is happening in the book to help connect the reading to the science activities at the community center. The overarching goals of STEMMates are to: (a) positively support youth's individual interest in science and future science learning, (b) connect in-home learning experiences with out-of-school community-based learning, (c) bridge the gap between formal and informal engagement and learning in science, and (d) encourage the participation of youth who are underrepresented and who have low interest in STEM learning. This 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 opportunities for the public in informal environments.

Researchers will work with youth and staff at the community center, alongside experts in informal science learning, to design the program and then test how learners respond to reading with the robot and participating in the science activities and whether this program has a lasting impact on their science interest. Social interactions with a robot may help distribute cognitive load during learning activities to help youth reason about STEM and also supplement learning by improving feelings of value and belongingness in order to facilitate lasting interest development. Following a mixed-methods research approach using qualitative and quantitative data-collection techniques, the research team will investigate the following research questions: (1) What social and interest-development supports and activities can be utilized as socially situated interest scaffolds in an informal and in-home, augmented reading and science activity program to promote individual interest and learning in science for low interest learners? How can a social robot best facilitate this program? (2) How do learners perceive and interact with the robot in authentic, in-home, long-term situations, and how does this interaction change over time? (3) Does working with a robot designed with socially situated interest scaffolds increase individual interest in science when compared to a pre-intervention baseline, and do these effects impact future (long-term) interest and engagement in formal science learning? To answer these research questions, researchers will implement the science learning program during an 11-week summer deployment and utilize an AB single-case research design. Interview-based qualitative data and self-report surveys to examine the learner?s perception of the robot and their evolving interest in science and quantitative data on science learning using pre-/post-measure comparisons will be collected. Log data of time-on-task, reading rate, book selection and reading goal attainment will also be collected by the robot. The outcomes of this project will lay the groundwork for future investigations of the design of social robots for a diversity of learner populations and their use in different informal learning settings.

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: Bilge Mutlu
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
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource project Afterschool Programs
“Tinkering EU: Building Science Capital for All” aims to develop activities and resources that support a learner-centred culture, improve science education and develop 21st century skills - all of which are fundamental for active citizenship, employability, and social inclusion. To do this, it adopts ‘Tinkering’, an innovative pedagogy developed in the USA, which is used by museums, and has proven able to create a lifelong engagement with science for everyone. Tinkering works particularly well for people who argue that “they are not good at science” or are disaffected from any formal teaching and learning process. It can be a powerful tool to tackle disadvantage. The project integrates Tinkering into the school curriculum to develop the science capital of disadvantaged youth through the use of museums. It addresses students from 8 to 14 years old (primary and junior high schools).

Coordinator: National Museum of Science and Technology Leonardo da Vinci

Partners:
University of Cambridge – UK
NEMO Science Museum – The Netherlands
Science Gallery Dublin – Ireland
CosmoCaixa – Spain
Science Center Network – Austria
NOESIS – Greece
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TEAM MEMBERS: MARIA XANTHOUDAKI
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Museum and Science Center Exhibits
Many scientists want to connect with the public, but their efforts to do so are not always easy or effective. Visionary programs and institutions are leading the way identifying the support needed to enable scientists’ connections with the public. However, the current appetite by -- and demand for -- scientists to do this exceeds the capacity of those who facilitate quality communication and engagement efforts. More can be done to ensure that those who support scientists are networked, sharing best practices, and supported by a reliable infrastructure.

This workshop series, convened by the Kavli, Rita Allen, Packard and Moore Foundations, was intended to view the entire system of people who support scientists’ engagement and communication efforts in order to explore how this system can be most effective and sustainable. The discussions examined where this system is thriving, the limits people within the system face and what can be done to ensure their efforts are commensurate with the demand for quality communication and engagement support.

Conducted over four closely scheduled workshops in late 2017 and early 2018, the convenings brought together leaders in different parts of the field who bridge scientists and the public and led to the emergence of a number of key priority areas. While the initial intention was to also hold a plenary event to provide a more holistic view of scientists’ support system in order to collectively discern directions to advance the field, we feel a more efficient way forward right now is to focus our efforts and resources on building community and advancing these priority areas.

Our invitation-only workshops brought together scientists, academic leaders, engagement professionals, researchers, communication trainers, and foundation leaders. For each workshop, we also commissioned a “landscape overview”, to better understand the high-level state of each community. Workshops included:



Workshop I: Communication and engagement training programs - Dec. 4-5, 2017 at SUNY Global Center/Alan Alda Center for Communicating Science in New York


Workshop II: Associations, societies and other professional organizations - Feb. 28 - March 1, 2018 at the Howard Hughes Medical Institute in Chevy Chase, MD


Workshop III: Academic institutions - March 27-28, 2018 at UC San Diego


Workshop IV: Science engagement facilitators (museums, science festivals, connectors) - May 2-3, 2018 at Monterey Bay Aquarium


TBD - Workshop V: Plenary event



The goal of the workshops was to explore how to ensure scientists’ communication and engagement support is effective and sustained. In doing so, we hoped to 1) deepen our understanding of how scientists are currently supported in these areas, 2) map the broader support system to expose the opportunities and obstacles that play a role in achieving this goal, and 3) identify strategic and practical next steps that move us closer to this goal. This initiative also aimed to forge and strengthen networks across communities and institutions – and in so doing, take a view of the entire system to explore how everyone can better ensure their efforts are impactful, mutually supportive, and connected to a greater whole.

Included in the links below are summaries from each workshop.
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TEAM MEMBERS: Brooke Smith
resource project Professional Development, Conferences, and Networks
EvaluATE is a national resource center dedicated to supporting and improving the evaluation practices of approximately 250 ATE grantees across the country. EvaluATE conducts webinars and workshops, publishes a quarterly newsletter, maintains a website with a digital resource library, develops materials to guide evaluation work, and conducts an annual survey of ATE grantees. EvaluATE's mission is to promote the goals of the ATE program by partnering with projects and centers to strengthen the program's evaluation knowledge base, expand the use of exemplary evaluation practices, and support the continuous improvement of technician education throughout the nation. EvaluATE's goals associated with this proposal are to: (1) Ensure that all ATE Principal Investigators and evaluators know the essential elements of a credible and useful evaluation; (2) Maintain a comprehensive collection of online resources for ATE evaluation; (3) Strengthen and expand the network of ATE evaluation stakeholders; and (4) Gather, synthesize, and disseminate data about the ATE program activities to advance knowledge about ATE/technician education. The Center plans to produce a comprehensive set of evaluation resources to complement other services, engaging several community college-based Principal Investigators and evaluators in that process.

EvaluATE's products are informed by current research on evaluation, the National Science Foundation's priorities for the evaluation of ATE grants, and the needs of ATE PIs and evaluators for sound guidance that is immediately relevant and usable in their contexts. The fundamental nature of EvaluATE's work is geared toward supporting ATE grantees to use evaluation regularly to improve their work and demonstrate their impacts. All of EvaluATE's products are available to the public. EvaluATE's findings from the annual survey of ATE grantees aid in advancing understanding of the status of technician education and illuminate areas for additional research. The new survey investigates ATE grantees' work to serve underrepresented and special populations, including women, people of color, and veterans. Survey data are available upon request for research and evaluation purposes.
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TEAM MEMBERS: Lori Wingate Arlen Gullickson Emma Perk Kelly Robertson Lyssa Becho
resource project Public Programs
This 4-year project addresses fundamental equity issues in informal Science, Technology, Engineering and Mathematics (STEM) learning. Access to, and opportunities within informal STEM learning (ISL) remain limited for youth from historically underrepresented backgrounds in both the United States and the United Kingdom. However, there is evidence that ISL experiences can expand opportunities for youth learning and development in STEM, for instance, increase positive attitudes towards educational aspirations and future careers/pursuits, improve grades and test scores in school settings, and decrease disciplinary action and dropout rates. Through research and development, this project brings together researchers and practitioners to focus on the experiences, practices and tools that will support equitable youth pathways into STEM. Working across conceptual frameworks and ISL settings (e.g. science centers, community groups, zoos) and universities in four urban contexts in two different nations, the partnership will produce a coherent knowledge base that strengthens and expands research plus practice partnerships, builds capacity towards transformative research and development, and develops new models and tools in support of equitable pathways into STEM at a global level. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

This Equity Pathways project responds to three challenges at the intersections of ISL research and practice in the United States and the United Kingdom: 1) lack of shared understanding of how youth from historically underrepresented backgrounds perceive and experience ISL opportunities across national contexts, and the practices and tools needed to support empowered movement through ISL; 2) limited shared understanding and evidence of core high-leverage practices that support such youth in progressing within and across ISL, and 3) limited understanding of how ISL might be equitable and transformative for such youth seeking to develop their own pathways into STEM. The major goal of this Partnership is for practitioners and researchers, working with youth through design-based implementation research, survey and critical ethnography, to develop new understandings of how and under what conditions they participate in ISL over time and across settings, and how they may connect these experiences towards pathways into STEM. The project will result in: 1) New understandings of ISL pathways that are equitable and transformative for youth from historically underrepresented backgrounds; 2) A set of high leverage practices and tools that support equitable and transformative informal science learning pathways (and the agency youth need to make their way through them); and 3) Strengthened and increased professional capacity to broaden participation among youth from historically underrepresented backgrounds in STEM through informal science learning. The project will be carried out by research + practice partnerships in 4 cities: London & Bristol, UK and Lansing, MI & Portland, OR, US, involving university researchers (University College London, Michigan State University, Oregon State University/Institute for Learning Innovation) practitioners in science museums (@Bristol Science Centre, Brent Lodge Park Animal Centre, Impressions 5, Oregon Museum of Science & Industry) and community-based centers (STEMettes, Knowle West Media Centre, Boys & Girls Clubs of Lansing, and Girls, Inc. of the Pacific Northwest).
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TEAM MEMBERS: Angela Calabrese Barton Lynn Dierking Carmen Turner