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resource research Media and Technology
These Latinas are innovators, problem-solvers and science superstars who celebrate their heritage and culture. They’re passionate about their work, hobbies, families and helping to make the world a better place. They share their strategies and pathways in jobs where Latinas are under-represented, and motivate girls to pursue all kinds of interests and career paths. Estas latinas solucionan problemas, son innovadoras y superestrellas de ciencia que celebran su patrimonio y cultura. Les apasiona su trabajo, familia, aficiones y ayudar a mejorar el mundo. Comparten sus estrategias y caminos en
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TEAM MEMBERS: Rita Karl
resource evaluation Media and Technology
The National Building Museum (NBM) contracted RK&A, Inc. to conduct a summative evaluation of the Why Engineering? distance learning program. The goal of the evaluation was to assess program operations and explore the extent to which the program achieved its intended outcomes for students and teachers. How did we approach this study? RK&A used three methodologies for the study: online program observations; student assessments administered immediately after the program; and telephone interviews with teachers. Observations were primarily used to gain a holistic understanding of how the
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TEAM MEMBERS: Stephanie Downey Katie Chandler Erin Wilcox
resource research Media and Technology
Latina SciGirls addresses specific barriers that prevent many young Latinas from participating fully in STEM, including: Lack of STEM identity (girls’ ability to envision themselves as STEM professionals) Limited exposure to STEM role models who look like them Lack of knowledge and/or misunderstanding of STEM fields
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TEAM MEMBERS: Rita Karl Alicia Santiago Brenda Britsch Brad McLain Valerie Knight-Williams
resource research Media and Technology
The goal of this three-year project is to leverage NSF’s investment in both SciGirls and computer science education by engaging 8-13 year-old girls in computational thinking and coding through innovative transmedia programming which inspires and prepares them for future computer science studies and careers.
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resource research Media and Technology
SciGirls CONNECT 2 is a three-year NSF project that examines how the gender equitable and culturally responsive strategies currently employed in the SciGirls informal STEM educational program influences middle school girls’ STEM identity formation.
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TEAM MEMBERS: Rita Karl Alicia Santiago Karen Peterson Roxanne Hughes
resource research Media and Technology
We cannot take access to equitable out‐of‐school science learning for granted. Data compiled in 2012 show that between a fifth (22% in Brazil) and half (52% in China and the United States) of people in China, Japan, South Korea, India, Malaysia, the United States, the European Union, and Brazil visited zoos, aquaria, and science museums (National Science Foundation, 2012). But research suggests participation in out‐of‐school science learning is far from equitable and is marked by advantage, not least the social axes of age, social class, and ethnicity (Dawson, 2014, 2014; National Science
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TEAM MEMBERS: emily dawson
resource project Exhibitions
The Antarctic Dinosaurs project aims to leverage the popularity and charisma of dinosaurs to inspire a new generation of polar scientists and a more STEM (Science, Technology, Engineering, Mathematics)-literate citizenry. The project, centered on a giant screen film that will reach millions of theatrical viewers across the U.S., will convey polar science knowledge through appealing, entertaining media experiences and informal learning programs. Taking advantage of the scope of research currently taking place in Antarctica, this project will incorporate new perspectives into a story featuring dinosaurs and journey beyond the bones to reveal a more nuanced, multi-disciplinary interpretation of paleontology and the profound changes the Antarctic continent has endured. The goals of the project are to encourage young people to learn about Antarctica and its connection to the rest of the globe; to challenge stereotypes of what it means to participate in science; to build interest in STEM pursuits; and to enhance STEM identity.

This initiative, aimed particularly at middle school age youth (ages 11-14), will develop a giant screen film in 2D and 3D formats; a 3-episode television series; an "educational toolkit" of flexible, multi-media resources and experiences for informal use; a "Field Camp" Antarctic science intervention for middle school students (including girls and minorities); fictional content and presentations by author G. Neri dealing with Antarctic science produced for young people of color (including non-readers and at-risk youth who typically lack access to science and nature); and presentations by scientists featured in the film. The film will be produced as a companion experience for the synonymous Antarctic Dinosaurs museum exhibition (developed by the Field Museum, Chicago, in partnership with the Natural History Museum of Los Angeles County, Discovery Place, Charlotte, NC, and the Natural History Museum of Utah). Project partner The Franklin Institute will undertake a knowledge-building study to examine the learning outcomes resulting from exposure to the film with and without additional experiences provided by the Antarctic Dinosaurs exhibition and film-related educational outreach. The study will assess the strategies employed by practitioners to make connections between film and other exhibits, programs, and resources to improve understanding of the ways film content may complement and inspire learning within the framework of the science center ecosystem. The project's summative evaluation will address the process of collaboration and the learning impacts of the film and outreach, and provide best practices and new models for content producers and STEM educators. Project partners include film producers Giant Screen Films and Dave Clark Inc.; television producer Natural History New Zealand (NHNZ); Discovery Place (Charlotte, NC); The Franklin Institute; The Field Museum; The Natural History Museum of Utah (The University of Utah); author G. Neri; and a team of scientists and diversity advisers. 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 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 project has co-funding support from the Antarctic section of the Office of Polar Programs.

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: Deborah Raksany Karen Elinich Andrew Wood
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. 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 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: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will fill a major gap in knowledge regarding why children listen to science podcasts and what impact they have on their STEM learning. Brains On! is an existing podcast for children 6-12 years old that is produced by American Public Media. The podcasts are kid-driven. Kid listeners send in questions and suggest the show topics. Every episode is co-hosted by a different child, who interviews top scientists about their work, sees research done first hand and helps shape the overall arc of the episode. The project team collaborates with a wide variety of scientists to create programming that is both appealing to kids and has scientific merit. Although Brains On! has enjoyed more than 2.4 million downloads collectively of its 50-episode library little is known about why children are drawn to it, how they are using its content, and what the impacts might be for those who listen to the podcast. There has been no previous research to understand why children choose to listen, or what impact it has on their learning. This Pathways project would produce new episodes and collaborate with the Science Museum of Minnesota that would conduct research to fill this large gap in understanding aural learning through podcasts. The Brains On! project has the following goals to create strategic impact: 1) explore and begin to develop knowledge around what makes children's science podcasts, such as Brains On!, appealing and what role they can play in impacting children and their families' science curiosity, learning, and awareness of science careers, and 2) develop a theory of action for the Brains On! podcast that could also inform the development of similar kinds of children's science podcasts. A mixed-methods exploratory research study will be carried out to address these goals. The three overarching research questions are: Who is the audience for Brains On! and what are their motivations for listening to science podcasts? How are Brains On! listeners using the podcast and engaging with its content? What kinds of impacts does Brains On! have on its audiences? The research results, including the theory of action, from the Brains On! exploratory study will benefit the fields of informal science education and public media by beginning to fill a gap in the current knowledge-base around the potential for science children's podcasts to contribute to a wide range of informal science learning outcomes for children and families, as well provide insight into what features of children's science podcasts can lead to those outcomes. The study results may also encourage other public media and informal science education organizations to create their own science podcasts for children, increasing the reach and potential impact of this emerging STEM media resource.
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TEAM MEMBERS: Molly Bloom Sanden Totten Lauren Dee Marc Sanchez Amy Grack Nelson
resource project Media and Technology
The Earth and Sky radio series proposes to produce, distribute, market and evaluate 72 compelling environmental radio programs on oceanic and atmospheric topics featuring NOAA scientists, data and information. These programs will air at a rate of 24 programs per year over a three-year period as part of Earth and Sky's regularly scheduled programming to its many affiliates. Earth and Sky will feature this new radio programming on our web site. The programs will be available in both text and a variety of audio formats including downloadable mp3 files, streaming m3u files, and will be available for podcast. The web site will also feature additional information that augments and supports the content of the radio programs, including links to relevant information, encouraging web visitors to delve deeper into a topic area and learn more. Project Learning Tree (PLT) is an award-winning environmental education program designed for teachers and other educators, parents, and community leaders working with youth from preschool through grade 12. PLT will correlate their vast catalogue of existing environmental education curricula to each show. Correlations for each program will be listed next to that show in the dedicated PLT section of Earth and Sky's website.
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TEAM MEMBERS: Ryan Britton
resource project Media and Technology
The project team is developing a prototype of a mobile platform, Zaption, to support teachers in using video clips to enrich learning. The product’s user-interface will allow teachers to easily add annotations to videos, make short video clips that align to topics, and enhance videos with time-linked elements and assessments that appear at the top of each video. In Phase I pilot research, the team will examine whether the prototype functions as planned, if teachers are able to use the prototype for different purposes, and whether students are engaged by the prototype.
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TEAM MEMBERS: Chris Walsh
resource evaluation Media and Technology
Beginning in September 2015, with funding from the National Science Foundation (NSF), Twin Cities Public Television (TPT) initiated the three-year project Latina SciGirls: Promoting Middle School-Age Hispanic Girls' Positive STEM Identity Development. The cornerstone of the project is a fourth season of the Emmy Award-winning television and transmedia project SciGirls, to premiere in 2017, in this case involving six half-hour SciGirls episodes filmed in Spanish showing groups of Hispanic girls and their Hispanic STEM mentors investigating science and engineering problems. The television
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