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resource project Public Programs
Many Black youth in both urban and rural areas lack engaging opportunities to learn mathematics in a manner that leads to full participation in STEM. The Young People’s Project (YPP), the Baltimore Algebra Project (BAP), and the Education for Liberation Network (EdLib) each have over two decades of experience working on this issue. In the city of Baltimore, where 90% of youth in poverty are Black, and only 5% of these students meet or exceed expectations in math, BAP, a youth led organization, develops and employs high school and college age youth to provide after-school tutoring in Algebra 1, and to advocate for a more just education for themselves and their peers. YPP works in urban or rural low income communities that span the country developing Math Literacy Worker programs that employ young people ages 14-22 to create spaces to help their younger peers learn math. Building on these deep and rich experiences, this Innovations in Development project studies how Black students see themselves as mathematicians in the context of paid peer-to-peer math teaching--a combined social, pedagogical, and economic strategy. Focusing primarily in Baltimore, the project studies how young people grow into new self-definitions through their work in informal, student-determined math learning spaces, structured collaboratively with adults who are experts in both mathematics and youth development. The project seeks to demonstrate the benefits of investing in young people as learners, teachers, and educational collaborators as part of a core strategy to improve math learning outcomes for all students.

The project uses a mixed methods approach to describe how mathematical identity develops over time in young people employed in a Youth-Directed Mathematics Collaboratory. 60 high school aged students with varying mathematical backgrounds (first in Baltimore and later in Boston) will learn how to develop peer- and near-peer led math activities with local young people in informal settings, after-school programs, camps, and community centers, reaching approximately 600 youth/children. The high school aged youth employed in this project will develop their own math skills and their own pedagogical skills through the already existing YPP and BAP structures, made up largely of peers and near-peers just like themselves. They will also participate in on-going conversations within the Collaboratory and with the community about the cultural significance of doing mathematics, which for YPP and BAP is a part of the ongoing Civil Rights/Human Rights movement. Mathematical identity will be studied along four dimensions: (a) students’ sequencing and interpretation of past mathematical experiences (autobiographical identity); (b) other people’s talk to them and their talk about themselves as learners, doers, and teachers of mathematics (discoursal identity); (c) the development of their own voices in descriptions and uses of mathematical knowledge and ideas (authorial identity); and (d) their acceptance or rejection of available selfhoods (socio-culturally available identity). Intended outcomes from the project include a clear description of how mathematical identity develops in paid peer-teaching contexts, and growing recognition from both local communities and policy-makers that young people have a key role to play, not only as learners, but also as teachers and as co-researchers of mathematics education.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Jay Gillen Maisha Moses Thomas Nikundiwe Naama Lewis Alice Cook
resource project Public Programs
This project addresses a longstanding problem in informal science education: how to increase the likelihood of consequential science, technology, engineering, and mathematics (STEM) learning from short duration experiences such as field trips. Although informal learning experiences can greatly contribute to interest in and knowledge of science, there is a shared concern among educators and researchers that students may have difficulty recalling and using scientific information and practices emphasized during these experiences, even though doing so would further their science learning. Nonetheless, science learning is rarely, if ever, a "one-shot deal." Children acquire knowledge about science cumulatively across different contexts and activities. Therefore, it is important that informal science learning institutions identify effective practices that support the consolidation of learning and memory from exhibit experiences to foster portable, usable knowledge across contexts, such as from informal science learning institutions, to classrooms, and homes. To this end, this Research in Service to Practice project seeks to harness the power and potential of visual representations (e.g., graphs, drawings, charts, maps, etc.) for enhancing learning and encouraging effective reflection during and after science learning experiences. The project promises to increase learning for the 9,000+ 5th and 6th grade students from across the rurality and growing diversity of the state of Maine who annually participate in LabVenture, a 2.5-hour exploration of the Gulf of Maine ecosystem at Gulf of Maine Research Institute. The research will provide new and actionable informal science learning practices that promote engagement with visual representations and reflection, and science understandings that can be applied broadly by informal science institutions. This project is funded by the Advancing Informal STEM Learning (AISL) and the Discovery Research PreK-12 (DRK-12) programs. It supports the AISL program goals to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. It supports the DRK-12 program goal of enhancing the learning and teaching of STEM by preK-12 students and teachers.

The project is grounded in the idea that visual representations, including drawings, can both enhance science learning and encourage reflection on doing science that can support extension of that learning beyond a singular informal science experience. The project uses design-based research to address the following research questions: (1) Does reflection during an informal science learning experience promote students’ retention and subsequent use of science information and practices that are part of the experience? (2) Does interpreting and constructing visual representations, such as drawings, improve students’ understanding and retention of information, and if so, how and when? and (3) Does combining visual representations and narrative reflections confer benefits on students’ science learning and engagement in science practices both during the informal learning experience, and later in their classrooms and at home? These questions will be pursued in collaboration with practitioners (both informal educators and classroom teachers) and a diverse team of graduate and undergraduate student researchers. Approximately 600 student groups (roughly 3000 individual students) will be observed during the LabVenture experience, with further data collection involving a portion of these students at school and at home. The project will yield resources and video demonstrations of field-tested, empirically based practices that promote engagement with visual representations and reflection, and science understandings that can travel within students' learning ecosystem. In support of broadening participation, the undergraduate/graduate student researchers will gain wide understanding and experience connecting research to practice and communicating science to academic and nonacademic audiences.
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TEAM MEMBERS: David Uttal Amanda Dickes Leigh Peake Catherine Haden
resource project Public Programs
Milwaukee has established itself as a leader in water management and technology, hosting a widely recognized cluster of industrial, governmental, nonprofit, and academic activity focused on freshwater. At the same time, Milwaukee faces a wide range of challenges with freshwater, some unique to the region and others common to cities throughout the country. These challenges include vulnerability to flooding and combined sewer overflows after heavy rainfall, biological and pharmaceutical contamination in surface water, lead in drinking water infrastructure, and inequity in access to beaches and other recreational water amenities. Like other cities, Milwaukee grapples with the challenges global climate change imposes on urban water systems, including changing patterns of precipitation and drought.

These problems are further complicated by Milwaukee's acute racial and economic residential segregation. With a population of approximately 595,000, embedded within a metropolitan area of over 1.5 million, Milwaukee remains one of the country's most segregated cities. There is increasing urgency to engage the public--and especially those who are most vulnerable to environmental impacts--more deeply in the stewardship of urban water and in the task of creating sustainable urban futures. The primary goal of this four-year project is to foster community-engaged learning and environmental stewardship by developing a framework that integrates art with Science, Technology, Engineering, and Mathematics (STEM) experiences along with geography, water management, and social science. Synergies between STEM learning and the arts suggest that collaborations among artists, scientists, and communities can open ways to bring informal learning about the science of sustainability to communities.

WaterMarks provides an artist generated conceptual framework developed by Mary Miss / City as Living Laboratory (CALL) to help people better understand their relationship to the water systems and infrastructure that support their lives. Project activities include artist/scientist/community member-led Walks, which are designed to engage intergenerational participants both from the neighborhoods and from across the city, in considering the conditions, characteristics, histories, and ecosystems of neighborhoods. Walks are expanded upon in Workshops with residents, local scientists/experts, and other stakeholders, and include exploring current water-related environmental challenges and proposing solutions. The Workshops draw on diverse perspectives, including lived experience, scientific knowledge, and policy expertise. Art projects created by local artists amplify community engagement with the topics, including programming for teens and young adults. Free Wi-Fi will be integrated into various Marker sites around the city providing access to online, self-guided learning opportunities exploring the water systems and issues facing surrounding neighborhoods. Current programming focuses primarily on Milwaukee's predominantly African American near North Side and the predominantly Latinx/Hispanic near South Side. Many neighborhoods in these sections are vulnerable to such problems as frequent flooding, lead contamination in drinking water, inequities in safety and maintenance of green space, and less access to Lake Michigan, the city's primary natural resource and recreational amenity.

The WaterMarks project advances informal STEM learning in at least two ways. First, while the WaterMarks project is designed to fit Milwaukee, the project includes the development of an Adaptable Model Guide. The Guide is designed so that other cities can modify and employ its inclusive structure, programming, and process of collaboration among artists, scientists, partner organizations, and residents to promote citywide civic engagement in urban sustainability through the combination of informal STEM learning and public art. The Guide will be developed by a Community-University Working Group (CULab) hosted by UW-Milwaukee's Center for Community-Based Learning, Leadership, and Research and made up of diverse community and campus-wide stakeholders. In addition to overseeing the Guide’s creation, CULab will conceptualize onboarding and mentorship strategies for new participants as well as a framework for the program’s expansion and sustainability.

Second, through evaluation and research, the project will build a theoretical model for the relationships among science learning, engagement with the arts, and the distinctive contexts of different neighborhoods within an urban social-ecological system. The evaluation team, COSI’s Center for Research and Evaluation, and led by Co-PI Donnelly Hayde, aims to conduct formative, summative, and process evaluation of the Watermarks project, with the additional goal of producing evaluative research findings that can contribute to the broader field of informal learning. Evaluation foci include: How does the implementation of WaterMarks support positive outcomes for the project’s communities and the development of an adaptable model for city-scale informal science learning about urban environments? 2. To what extent do the type and degree of outcome-related change experienced by participating community residents vary across and/or between project sites? What factors, if any, appear to be linked to these changes? 3. To what extent and in what ways do the activities of the WaterMarks projects appear to have in situ effects related to the experience of place at project sites?

The project’s research team led by PI Ryan Holifield and Co-PI Woonsup Choi, will investigate how visual artistic activities introduced by the programming team as part of the Walks (and potentially other engagement activities) interact with personal, sociocultural, and physical contexts to produce distinctive experiences and outcomes of informal science learning about urban water systems. The aim of the research will be to synthesize the results from the different WaterMarks sites into an analysis generalizable beyond specific neighborhoods and applicable to other cities. The project's research questions include: 1. How does participation in Walks focused on visual artistic activities affect outcomes and experiences of informal STEM learning about urban water systems? 2. How do outcomes and experiences of informal STEM learning vary across different urban water topics, participants from different demographic groups, and contrasting sociocultural and biophysical contexts?

This Innovations in Development project is led by the University of Wisconsin-Milwaukee (UWM), in collaboration with City as Living Laboratory (CALL) and the COSI Center for Research and Evaluation.
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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 project will scale up fully virtual or face-to-face STEM professional development to afterschool educators in both urban and rural settings. Given that many afterschool educators have little or no background in STEM education, there is demand for professional development that is effective, inexpensive, and accessible. This project will build national capacity in STEM education by developing the STEM skills of over 1,500 educators across multiple states and will ultimately impact over 31,000 under-represented youth in these areas. The project will also deliver robust materials through a free open-source mechanism, for use by educators anywhere and anytime. The project will broaden participation in STEM by engaging community educators in the rural parts of the nation, a critically under-represented group in STEM. It will also reach educators from low-income urban communities across three states and seven cities, targeted through strategic networks and partnerships, including organizations such as the YMCA, 4-H, and the National Afterschool Association.

This collaborative project is scaling the ACRES model (Afterschool Coaching for Reflective Educators in STEM). The model humanizes the virtual experience, making it social and engaging, and allows educators to learn, share, and practice essential STEM facilitation skills with a focus on making STEM relevant and introducing STEM careers to youth. In addition to enhancing the professional STEM skills of rural and urban educators, the project will create a national cohort of coaches with deep expertise in (i) converting in-person activities for youth into a highly engaging, choice-rich online format, (ii) engaging isolated informal educators in supportive professional learning communities, and (iii) coaching foundational research-based STEM facilitation skills that ensure these activities are pedagogically sound. A key part of this broad implementation project involves studying how to integrate an effective professional development program into afterschool organizations, including the ways afterschool programs adapt the materials to be culturally responsive to their local communities. The researchers will also study factors contributing to the longer-term sustainability of the program. The research will use surveys, interviews, direct observations, and case studies of participants to provide the field with valuable insights into scaling a program in the afterschool world.

This project 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 extending 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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resource project Informal/Formal Connections
HBCUs are critical to producing a diverse and inclusive workforce as they graduate a disproportionate number of African American future STEM workers and STEM leaders. Although the National Science Foundation is fully committed to diversity and inclusion, there has been little research to determine why Historically Black Colleges and Universities are not fully participating in the NSF STEM educational research opportunities. The project will investigate the challenges, needs and support for Historically Black Colleges and Universities (HBCUs) to succeed in applying for educational research support from the National Science Foundation (NSF). Participants will be recruited from 96 HBCUs that are eligible to apply for such funding and will include the wide range of college and university administration and faculty that are involved in the preparation of research projects and related applications for research funding. The investigation will focus primarily on the Division of Research on Learning in Informal and Formal Settings (DRL) within NSF. The investigation will: 1) determine the submission rate and funding success rate of HBCUs within the DRL funding mechanisms; 2) determine why a greater proportion of HBCUs are not successful in their applications of research or do not apply; and 3) determine what factors, such as institutional support, research expertise, and professional development, could lead to a larger number of research proposals from HBCUs and greater success in obtaining funding. The project has the potential to have significant influence on the national educational and research agenda by providing empirical findings on the best approach to support and encourage HBCU participation in DRL educational research funding programs.

This exploratory research project will investigate what changes and/or supports would contribute to significantly increasing the number of applications and successful grant awards for STEM educational research project proposed by HBCUs. The project has the following research questions: (1) What factors discourage participation of HBCUs in the DRL funding mechanisms and what are the best practices to encourage participation? (2) What approaches have been successful for HBCUs to obtain DRL funding? (3) What dynamic capabilities are necessary for HBCU researchers to successfully submit STEM proposals to NSF? (4) What changes would be helpful to reduce or eliminate any barriers for HBCU applications for DRL educational research funding and what supports, such as professional development, would contribute to greater success in obtaining funding? Participants will be recruited from the 96 eligible HBCUs and will include both individuals from within the administration (e.g., Office Sponsored Programs, Deans, VP, etc.) as well as from within the faculty. The research will collect variety of quantitative and qualitative data designed to support a comprehensive analysis of factors addressing the research questions. The project will develop research findings and recommendations that are relevant to faculty, administrators, and policymakers for improving HBCU participation in research funding opportunities. Results of project research will be widely disseminated to HBCUs and other Minority Serving Institutions (MSIs) through a project website, peer reviewed journals, newsletters, and conference presentations.

This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST), the Advancing Informal STEM Learning (AISL), and the Discovery Research PreK-12 (DRK-12) programs. These programs which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' and general public knowledge and interest in science, technology, engineering, and mathematics (STEM).
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TEAM MEMBERS: Cynthia Trawick John Haynes Triscia Hendrickson Terry Mills
resource project Public Programs
Research suggests that when both science, technology, engineering, and mathematics (STEM) education and social-emotional development (SED) are supported in afterschool, summer, and other informal settings, young people can better develop skills for the future such as leadership, decision-making, and relationship-building so they could have successful careers/participation in STEM. However, researchers and practitioners working in the out-of-school time (OST) sector often do so without connections across these fields. The appeal for more integration of STEM and SED in OST program delivery and data collection has remained abstract and aspirational. This Literature Review and Synthesis project is the next step needed to move the OST field toward the intentional, explicit, and evidence-based integration of STEM and SED in research and practice. The project will create shared understanding necessary to improve program content, staff training, and evaluation. This synthesis will support future research on unified STEM+SED that can lead to more effective, equitable, and developmentally appropriate programming. Improved programming will contribute to talent development, address STEM workforce needs, and promote socioeconomic mobility to benefit children, youth, educators, and society. This project 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 project will systematically examine what domains and skills at the interface of STEM+SED are most researched among K-12 youth in informal STEM learning environments, compared to formal STEM educational environments. The team will further explore how gender, race, and other intersectional forms of equity can be added to the STEM+SED equation. The project team will search and appraise empirical and gray literature (2001-2020) to identify the most commonly researched domains and skills at the interface of STEM+SED in informal environments serving K-12 youth. The review and synthesis process will include four steps: search, appraisal, synthesis, and analysis. The search will begin with STEM+SED skills in four foundational domains (agency, belonging, engagement, and reflection) identified previously with experts from the fields of STEM and SED. The search will include all existing, eligible references from formal K-12 settings to contrast commonly studied domains and skills (e.g., perseverance, self-regulation, teamwork, complex problem-solving, self-awareness) in formal versus informal learning environments. The study approach will then compare these domains and skills by the demographics variables noted above. Following the creation of a strong catalog of evidence, information will be synthesized using three “pillars” for building coherence in STEM+SED integration: phenomenon (the knowing), implementation (the doing) and assessment (the result). These pillars will be used to organize and critically analyze the literature. Building conceptual coherence through a systematic review and synthesis of literature from the fields of STEM and SED will lead to greater understanding of STEM+SED in OST practice, highlight the most important content and skills to learn in informal environments, and identify when and how youth should learn specific content and skills at the interface of STEM+SED. Applying coherence to the integration of STEM+SED ensures that the principles and practices are layered carefully, in ways that avoid superficial checklists or duplication of effort and build meaningfully upon young people’s knowledge and skills. The long-term goal is to broker connections and alignment of STEM+SED across schools and OST programs. Recommendations and a roadmap to guide equitable, effective STEM+SED research, practice, and policy will result from this research.
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TEAM MEMBERS: Gil Noam Patricia Allen
resource project Public Programs
For many youth, gaining access to quality STEM (science, technology, engineering mathematics) experiences is a challenge. Inequity and underrepresentation of youth of color in STEM persist. The makerspace movement holds great promise in broadening participation in STEM among youth from underrepresented communities. Makerspaces are defined as collaborative workspaces inside a library, school, or other community location designed for creating, learning, exploring, and sharing with high- to low-tech tools. Despite the availability of making programs focused on STEM activities targeted towards youth of color, the field has few models for designing these programs in ways that build upon youths’ cultural assets and desires for making. Working collaboratively with youth, families, and maker educators in Lansing, Michigan, and Greensboro, North Carolina, this project aims to deepen the field’s understanding about the rich and deep ingenuity in STEM-based making that youth from underrepresented communities can engage. These insights will be leveraged towards advancing community-based maker programming across four community-based makerspaces. The project will also build capacity among STEM-oriented maker educators, researchers, and youth. This model is important because the voices and perspectives of families and communities have been largely absent from the formative knowledge and theory-building processes of the field of makerspace education.

This project will build new knowledge about how and why youth and families make at home, in communities, and in STEM-based maker programs. Collaborators for the project include the University of Michigan, the University of North Carolina at Greensboro, and four STEM- and youth-oriented making spaces in Lansing, Michigan, and Greensboro, North Carolina. This project will take place in two phases, exploring two main research questions: 1) What are the learning results of making at home and in the community? And 2) How do youth organize community resources for sustained STEM making, and what facilitates or hinders such organization? Phase one investigates the community resources (people, tools, materials, knowledge, data, and spaces) youth leverage towards making and how they do so across time. The project will study how youth connect these resources to STEM-rich making and what youth and families learn in the process. In phase two, design-based research will be used to apply phase one insights to the design of community-based STEM-rich maker programs in four maker clubs in Michigan and North Carolina. This work will develop an understanding of youths’ family and community-based STEM-based making practices, including the community resources (people, tools, materials, knowledge, data, and spaces) that youth leverage.

This Research in Service to Practice 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 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 Professional Development, Conferences, and Networks
Millions of Latinx youth, aged 14 to 18, work formal or informal jobs to provide income for themselves or their families. In the context of these workplaces, Latinx youth demonstrate numerous skills that are essential to industrial engineering, such as minimizing workplace injuries or optimizing processes to maximize efficiency. However, their workplace ingenuity and skills are often underrecognized by educational systems. To counter this lack of recognition, the purpose of this project is to iteratively develop and research an out-of-school engineering program for working Latinx youth. This program is designed to recognize and build from youths’ workplace experiences by connecting them with industrial engineering concepts and practices, such as those used to promote worker safety. This program is also designed for youth to articulate transformational visions of industrial engineering, which expand current goals, values, and methods commonly embraced within this discipline. This year-long program will be facilitated by educators of existing out-of-school programs (e.g., Mathematics, Engineering, and Science Achievement), in partnership with undergraduate mentors from the Society for Professional Hispanic Engineers and other local organizations that serve Latinx youth (e.g., Latinos in Action). Approximately 220 youth are expected to participate in the programming. Researchers will explore whether and how youth participants develop identities in engineering, as well as how the educators and mentors understand and enact assets-based, out-of-school engineering education grounded in youths’ experiences. Researchers will also identify the individual, institutional, and systemic factors that support or inhibit sustained implementation of the program over time in different sites and contexts. This project will result in a set of empirically tested, bilingual program materials that will be disseminated widely to professional organizations dedicated to out-of-school programming and to serving Latinx youth.

This project will result in a localizable, transferable, and sustainable model for an out-of-school time program that recognizes and amplifies Latinx youths’ workplace funds of knowledge and leverages them toward youth-driven visions and applications of engineering. This program, which will connect with other people and sites in youths’ learning ecosystems, is grounded in principles of translanguaging, transformational mentorship, and educational dignity and recognition. In partnership with youth participants, researchers will use a social design experiment to explore the following research questions: What are the engineering identity trajectories of working high school youth, and how do specific moments of identity negotiation and recognition relate to broader patterns across program sessions and identity trajectories for individual participants over time? To answer these questions, a pre-, mid- and post-program Engineering Identity Scale; recordings of program implementations; interviews; and youth artifacts will be analyzed using various methods such as critical multimodal discourse analysis. After implementations of the program across multiple sites, researchers will use design-based implementation research to answer the following questions: How do educators and mentors understand and enact assets-based pedagogies designed to foster recognition across sites? What institutional and systemic features (designed or naturalistic) support or inhibit productive adaptations and implementations of the program? These questions will be answered using constant comparative analyses of data sources such as interviews with the program educators and mentors, observations of program implementations, observations of professional development sessions, and public documents. Culturally responsive, educative evaluation will be used to iteratively improve the program. The resulting research and program materials will be disseminated widely through professional organizations dedicated to Latinx youth, engineering education, and out-of-school learning.

This Innovations in Development 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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TEAM MEMBERS: Amy Wilson-Lopez Alfonso Torres-Rua Marisela Martinez-Cola Colby Tofel-Grehl Alfonso Torres-Rua
resource project Media and Technology
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Math is everywhere in the world, but youth may see math as disconnected from their everyday experiences and wonder how math is relevant to their lives. There is evidence that informal math done by children is highly effective, involving efficiency, flexibility, and socializing. Yet, more is needed to understand how educators can support math engagement outside of school, and the role these out-of-school experiences can play relative to the classroom and lifelong STEM learning. This Innovations and Development Project seeks to conduct research on a location-based mobile app for informal mathematics learning. This research takes place at 9 informal learning sites and involves iteratively designing an app in which learners can view and contribute to an interactive map of math walk “stops” at these sites. Learners will be able to select locations and watch short videos or view pictures with text that describe how mathematical principles are present in their surroundings. For example, learners could use the app to discover how a painting by a local Latino artist uses ratio and scale, or how a ramp in downtown was designed with a specific slope to accommodate wheelchairs. Research studies will examine the affordances of augmented reality (AR) overlays where learners can hold up the camera of their mobile device, and see mathematical representations (e.g., lines, squares) layered over real-world objects in their camera feed. Research studies will also examine the impact of having learners create their own math walk stops at local informal learning sites, uploading pictures, descriptions, and linking audio they narrate, where they make observations about how math appears in their surroundings and pose interesting questions about STEM ideas and connections they wonder about.

This project draws on research on informal math learning, problem-posing, and culturally-sustaining pedagogies to conduct cycles of participatory design-based research on technology-supported math walks. The research questions are: How does posing mathematical scenarios in community-imbedded math walks impact learners’ attitudes about mathematics? How can experiencing AR overlays on real world objects highlight mathematical principles and allow learners to see math in the world around them? How can learners and informal educators be engaged as disseminators of content they create and as reviewers of mathematical content created by others? To answer these questions, five studies will be conducted where learners create math walk stops: without technology (Study 1), with a prototype version of the app (Study 2), and with or without AR overlays (Study 3). Studies will also compare children's experiences receiving math walk stops vs. creating their own stops (Study 4) and explore learners reviewing math walk stops made by their peers (Study 5). Using a community ethnography approach with qualitative and quantitative process data of how youth engage with the app and with each other, the project will determine how the development of math interest can be facilitated, how learner-driven problem generation can be scaffolded, and under what circumstances app-based math walks are most effective. The results will contribute to research on the development of interest, problem-posing, informal mathematics learning, and digital supports for STEM learning such as AR. This project will promote innovation and have strategic impact through a digital infrastructure that could be scaled up to support STEM walks anywhere in the world, while also building a local STEM learning ecosystem among informal learning sites focused on informal mathematics. This project is a partnership between Southern Methodist University, a nonprofit, talkSTEM that facilitates the creation of community math walks, and 9 informal learning providers. The project will directly serve approximately 500 grades 4-8 learners and 30-60 informal educators. The project will build capacity at 9 informal learning sites, which serve hundreds of thousands of students per year in their programming.

This Innovations in Development project is supported 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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TEAM MEMBERS: Candace Walkington Anthony Petrosino Cathy Ringstaff koshi dhingra Elizabeth Stringer
resource project Public Programs
Informal STEM education spaces like museums can intentionally serve surrounding communities and support sustainable and accessible engagement. Building from this base, the project takes a stance that the intersection of the museum, home/family life and the youth’s internal practices and disciplinary sense of self are rooted in history and culture. Thus, this CAREER work builds on the following principles: Black families and youth have rightful presence in STEM and in STEM learning environments; Black families are valuable learning partners; and Black youths need counterspaces to explore STEM as one mechanism for creating future disciplinary agency. In partnership with the Henry Ford Museum and the Detroit-Area Pre-College Engineering Program, the project seeks to (a) expand the field's understanding of how Black youth engineer and innovate; (b) investigate the influence of a culturally relevant curriculum on their engineering practices and identity, knowledge, and confidence; and (c) describe the ways Black families and museums support youth in engineering learning experiences. The work will center on the 20-hour “Innovate” curriculum which was designed by the museum to bridge design, innovation, and creation practices with the artifacts of innovators throughout time. The project comprises six weekend “Innovate” sessions and an at-home innovation experience plus participation in an annual Invention Convention. By focusing on these aims, this research responds to the goals of the Advancing Informal STEM Learning (AISL) program, which seeks to advance evidence-based understanding of the design and development of STEM learning opportunities for the public in informal environments. This includes providing multiple pathways for broadening engagement in STEM learning experiences and advancing innovative research on STEM learning in informal environments.

The main research questions of this multiphase CAREER award are: (1) What practices do Black youths and families engage in as they address engineering, design, and innovation challenges? (2) In what ways does a culturally relevant museum-based innovation program influence the design and innovation practices and assessment performance of Black youths and families as they engage in engineering, design, and innovation across learning settings? (3) How does teaching innovation, design, and engineering through historical re-telling and reconstruction influence a youth’s perception of their own identities, abilities, and practices? and (4) How do Black families engage with informal STEM learning settings and what resources best support their engineering, design, and innovation exploration? Youth in sixth grade are the focus of the research. The work is guided by ecological systems, sociocultural learning, culturally relevant pedagogy, and community cultural wealth theories. During phase one, the focus will be to refine the curriculum and logistics of the study implementation. The investigator will enhance the curriculum to include narratives of Black innovators and engineers. Fifteen families will be recruited to participate in the program enhancement pilot and initial research cycle for phase two. In phase three another cohort of families will be recruited to participate. Survey research, narrative inquiry and digital ethnography will comprise the approaches to explore the research questions. The evaluation has a two-pronged focus: to assess (1) how well the enhanced Innovate curriculum and museum/home learning experience supports Black families’ participation and (2) how well the separate phases of the study connect and operate together to meet the research aims. The study’s findings can help families and informal practitioners leverage evidence-based approaches to support Black youth in making connections between history and out-of-school contexts to model and develop their innovative engineering practices. Additionally, this work has implications for Black undergraduate students who will develop skills through their mentorship and researcher roles, studying cultural practices and learning experiences. The research study and findings can inform the design of future museum/home learning programs and research opportunities for Black learners in informal learning spaces.

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: DeLean Tolbert Smith