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resource project Informal/Formal Connections
This project will develop standardized, exportable and comparable assessment instruments and models for Women In Engineering (WIE) programs nationwide, thus allowing them to assess their program's activities and ultimately provide data for making well-informed evaluations.

To accomplish this goal, the principal investigators at the University of Missouri and Penn State University will work over a three-year period with their institutions' WIE programs and three cooperating programs at Rensselaer Polytechnic Institute, Georgia Tech, and University of Texas at Austin. With these five programs that collectively represent a variety of private and public, years of experience for WIE directors and student body characteristics, the investigators will pilot, revise, implement, conduct preliminary data analysis and disseminate easy-to-access, reliable and valid assessment instruments. The principles of formative evaluation will be applied to all instruments and products. All institutions will use the same set of instruments, thus allowing them to have access to powerful benchmarking data in addition to the data from each of their respective institutions.

A prior project, the Women's Experience in College Engineering Project (WECE) sought to characterize the factors that influence women students' experiences and decisions by studying college environments, events and support programs that affect women's satisfaction with their engineering major, and their decisions to persist or leave these majors. In contrast to WECE's macro-level and student focus, this proposal's target audience is WIE directors, with a focus on WIE programs, not students.

Women in Engineering programs around the United States are a crucial part of our country's response to the need for more women in engineering professions. There are about 50 WIE programs nationwide. Half have expressed interest in this effort. WIE directors will benefit by having ready-made assessment tools that will allow them to collect data on programs, evaluate these programs, and make decisions on how to revise programs and / or redistribute limited resources to maximize overall program effectiveness. Data from these instruments will also provide substantiated evidence for administrators, advisory boards and potential funding agencies. Finally, because these instruments will be available nationwide, programs will have the opportunity to take advantage of powerful benchmarking data for their decision-making processes.

This project provides the next logical step in the national movement to recruit and retain women in engineering.
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TEAM MEMBERS: Rose Marra Barbara Bogue
resource research Public Programs
The authors argue that design-based research, which blends empirical educational research with the theory-driven design of learning environments, is an important methodology for understanding how, when, and why educational innovations work in practice. Design-based researchers’ innovations embody specific theoretical claims about teaching and learning, and help us understand the relationships among educational theory, designed artifact, and practice. Design is central in efforts to foster learning, create usable knowledge, and advance theories of learning and teaching in complex settings
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TEAM MEMBERS: Eric Baumgartner Philip Bell Sean Brophy Christopher Hoadley Sherry Hsi Diana Joseph Chandra Orrill Sadhana Puntambekar William Sandoval Iris Tabak
resource project Media and Technology
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers The MIT Media Laboratory and UCLA propose to develop and study a new networked, media-rich programming environment, designed specifically to enhance the development of technological fluency at after-school centers in economically disadvantaged communities. This new programming environment (to be called Scratch) will be grounded in the practices and social dynamics of Computer Clubhouses, a network of after-school centers where youth (ages 10-18) from low-income communities learn to express themselves with new technologies. We will study how Clubhouse youth (ages 10-18) learn to use Scratch to design and program new types of digital-arts projects, such as sensor-controlled music compositions, special-effects videos created with programmable image-processing filters, robotic puppets with embedded controllers, and animated characters that youth trade wirelessly via handheld devices. Scratch's networking infrastructure, coupled with its multilingual capabilities, will enable youth to share their digital-arts creations with other youth across geographic, language, and cultural boundaries. This research will advance understanding of the effective and innovative design of new technologies to enhance learning in after-school centers and other informal-education settings, and it will broaden opportunities for youth from under-represented groups to become designers and inventors with new technologies. We will iteratively develop our technologies based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses will serve as a model for other after-school centers in economically-disadvantaged communities, demonstrating how informal-learning settings can support the development of technological fluency, enabling young people to design and program projects that are meaningful to themselves and their communities.
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TEAM MEMBERS: Mitchel Resnick John Maeda Yasmin Kafai
resource project Public Programs
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
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TEAM MEMBERS: Keith Braafladt Kristen Murray Mary Ann Steiner
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King
resource research Public Programs
This article presents a contextual model of learning that examines visitor learning in museums. It explores features of the model, factors that can influence learning in a museum setting, and challenges associated with teaching in a museum context.
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TEAM MEMBERS: James Kisiel
resource research Informal/Formal Connections
This article describes a course on the representations of HIV/AIDS in the visual arts, concluding that discipline-based art education may be applied to medical humanities courses in a medical curriculum.
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TEAM MEMBERS: Ricardo Tapajos
resource research Public Programs
This article addresses a challenge faced by those who study cultural variation in approaches to learning: how to characterize regularities of individuals’ approaches according to their cultural background. We argue against the common approach of assuming that regularities are static, and that general traits of individuals are attributable categorically to ethnic group membership. We suggest that a cultural-historical approach can be used to help move beyond this assumption by focusing researchers’ and practitioners’ attention on variations in individuals’ and groups’ histories of engagement in
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TEAM MEMBERS: Kris Gutierrez Barbara Rogoff
resource research Public Programs
This paper uses a possible selves theoretical framework to examine whether and how adolescent girls' images of themselves as future scientists change during their transition from high school to college. Forty-one female high school graduates from diverse ethnic and socioeconomic backgrounds, who had enrolled in an intensive math and science program while in high school, participated in interviews focused on their perceptions of factors that influenced their career plans over time. Participants suggested that career-related internships and intensive academic programs, especially those that
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TEAM MEMBERS: Becky Wai-Ling Packard Dam Nguyen
resource research Public Programs
Summer science programs held in university research facilities provide ideal opportunities for pre-college students to master new skills and renew, refresh, and enrich their interest in science. These types of programs have a positive impact on a student's understanding of the nature of science and scientific inquiry and can open a youngster's eyes to the many possible career opportunities in science. This paper describes a study of high school students enrolled in the Summer Science Academy program at the University of Rochester that investigates the program's impact on students' knowledge of
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TEAM MEMBERS: Kerry Knox Jan Moynihan Dina Markowitz
resource research Public Programs
This study evaluated a 2-week residential program aimed at enhancing the science interest and persistence of high-achieving 8th-grade girls. Questionnaires were administered to 38 program participants (14 of whom were of minority ethnicity) and 173 applicants who did not attend the program, at 3 time points: preprogram, 1 year postprogram, and 4 years postprogram. Outcomes, measured postprogram, included science self-concept and interest, persistence and aspirations in science, science activities, science course-taking in high school, and plans for a science college major. There was no main
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TEAM MEMBERS: Toby Jayaratne Nancy Thomas Marcella Trautmann
resource research Public Programs
This article describes the keys to success of the Fresh Youth Initiatives program: the marriage of community service and social action to youth development, and a philosophy of discipline that encourages the very best behavior from program participants.
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TEAM MEMBERS: Tania Oritz Rodney Fuller Jayson Guilbe Maria Terrero Laura Myers