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resource project Public Programs
Science is a process of inquiry that involves question asking, experimentation, and exploration. However, for youth, it is often presented as settled, a fixed collection of facts, principles, and theories that can seem sterile and unimaginative. This project is designed to combat that idea. This Research in Service to Practice project brings scientists, middle school youth and choreographers together to explore unsettled scientific phenomena from a complex systems perspective using choreography and agent-based modeling (ABM), to engage all participants in cutting edge scientific inquiry. Given the ubiquity of complex systems, being able to adopt a complex systems perspective is critical to understanding the world and our relationship to it. However, research has shown that this can be a challenge, specifically for youth. While most complex systems research has not focused on the role of the body, recent studies have shown the promise and potential of embodiment as its own form of reasoning about complex systems. Thus, this project will create exploratory science spaces foregrounding embodiment in the process of scientific discovery. The program has two phases: (1) a 20-hour training workshop where scientists and choreographers engage in interdisciplinary collaborative design work, and (2) a 60-hour summer program where the researcher-practitioner partnership involving scientists, choreographers and youth engages in agent- based & embodied choreographic scientific modeling. The summer program takes place in community-based centers in Gainesville, FL and Boston, MA broadening perceptions of what science research looks like and can be. Each site will host 20 youth, two local scientists, and a local choreographer. Participants will engage in embodied collaborative inquiry, brainstorming and modeling to create choreographic representations and culminate in a public event for the community. The project aims to understand the experiences of and shifts in youth and scientists as they engage in these activities and to understand how to design such a model for informal learning. The project will also help scientists apply a complex systems lens to their own work and settled perspectives. 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.

Using a design-based research (DBR) approach, the project will develop and expand embodied and agent-based learning theories, while also piloting, analyzing, and refining collaborative models for science learning in informal spaces. The research questions are: 1. How does engaging in the process of creating embodied and agent-based models of complex systems contribute to new ways of understanding science, de-settle ideas about the process of how science gets “made”, and impact understanding of the role of the body in making science? and 2. How can arrangements of bodies and modeling tools work together to support understanding of complex systems? The research and design are informed by three main theoretical principles: (a) science is “dance of agency”, a process of inquiry that through iterative dialogic interaction with tools, technology, and humans, produces understandings that more and more closely explain natural phenomena; (b) embodied-interactionist theories of learning allow us to understand representational sense-making by looking closely at the processes by which representations are made, not just at representational end- products; and (c) creative embodiment and agent based modeling are valuable tools for sense-making around complex science ideas and emergent phenomena. Two cycles of design, implementation, and analysis across two different informal learning sites will be conducted. Data will be collected at both sites, resulting in four implementation and data collection periods. Each round of implementation will be staggered so that reflections and lessons from an implementation can inform the next design iteration. This project will provide insights on the relationship between choreography and ABM as tools for scientific sense-making and expand ABM to consider the role of movement and bodies more broadly in physical space. It will also contribute to an understanding of how underrepresented youth’s perceptions and conceptions of science can be shaped through embodied science activities, and of the relationships these youth see between their own bodies and identities, science, and the creative arts. Finally, by involving individuals from underrepresented communities as researchers, designers, scientists, evaluators, and advisors, this project expands cross-cultural and training opportunities within the field of education and STEM research.
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TEAM MEMBERS: Dionne Champion Aditi Wagh Lauren Vogelstein
resource project Public Programs
Although approximately one-quarter of U.S. students reside in rural communities, rural youth are fifty percent less likely to receive and engage in out-of-school STEM experiences than their urban counterparts. In addition, there has been significantly more investment in understanding and improving informal experiences in urban settings than in rural settings. As a result, there is less known about the characteristics of learning ecosystems and programs that support STEM learning for youth in informal contexts within rural communities. This Research in Service to Practice project aims to address this challenge by exploring the feasibility of a culturally relevant and sustaining STEM program designed specifically for rural youth and their families. Parents and caregivers play a critical role in fostering youths’ interests and persistence in STEM through their own engagement and by connecting them to STEM opportunities and STEM-related fields and career pathways. Through a partnership between the High Desert Museum in Oregon, the Institute for Learning Innovation, Maine Mathematics and Science Alliance, JKS Consulting, and three informal science education institutions, a year-long series of STEM-based workshops and experiences for youth and their families will be co-designed by members of the rural community, informal STEM educators, and STEM professionals and implemented within the rural communities of the participating informal science education institutions—Caddo Mounds State Historic Site Weeping Mary (TX), High Desert Museum (OR), Oregon Coast Aquarium, and The Wild Center (NY). Each series will reflect the cultural knowledge, connections, and resources specific to each rural community. In addition, the informal STEM educators and STEM professionals will receive training on facilitating the culturally sustaining workshops and experiences. Researchers at the Institution for Learning Innovation and the Maine Mathematics and Science Alliance together with the evaluator at JKS Consulting will employ a collaborative design-based research approach to identify and study the STEM learning practices and supports that occur within the program to promote youths’ interests and persistence in STEM. The findings will offer evidence-based insights to the field on how to better engage, reflect, and provide opportunities for diverse rural communities. Ultimately, this research has the potential to advance the current understanding thereby, strengthening rural STEM learning ecosystems and broadening STEM participation among youth in rural communities.

Over a four-year project duration, a collaborative design-based research approach will be employed to address the following research questions: (1) How does culturally sustaining informal STEM programming for families in rural communities contribute to increases in youth STEM persistence? (1a) How might this vary in relation to family and community factors? (2) How does culturally sustaining informal family STEM programming increase community connectivity between STEM-related resources and institutions across informal and formal learning contexts in rural communities leading to a more robust and inclusive STEM learning ecosystem? (2a) To what extent do participating families, informal STEM educators, STEM professionals, and community partners each play a role in increasing this connectivity? The research sample will include 300 families with youth ages 8-11, informal science educators, and STEM professionals across all four sites. Surveys, interviews and observations will be the primary data sources. Analysis of Variance and simple descriptive statistical analysis will be used to analyze the quantitative data. The qualitative data will be analyzed using thematic coding through NVivo. In addition, to complement the research data, JKS Consulting will conduct the formative and summative evaluations of the project to hone effective practices for training informal science learning practitioners in developing and implementing place-based, inquiry-based family learning in rural communities and effective and sustainable practices for engaging rural families in place-based STEM. Findings from the research will be made available and widely distributed in publications, conference presentations, and a multi-part Research to Practice Toolkit designed for parents and caregivers, informal science educators, STEM professionals, and the informal education field at large.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Christina Cid Scott Byrd Deborah Siegel
resource project Informal/Formal Connections
This Innovations in Development project aims to foster the development of STEM identity among a diverse group of middle school students and, in turn, motivate them to pursue in STEM interests and careers. Vegas STEM Lab, led by a team of investigators from the University of Nevada, Las Vegas, will employ a mix of online and on-site activities to introduce students to engineering methods in the context of the entertainment and hospitality (E&H) industry that is the lifeblood of Las Vegas. Investigators will collaborate with local resorts, multimedia designers, and arts institutions to offer field experiences for students to interview, interact with, and learn from local experts. The Lab will help youth overcome prevailing beliefs of STEM as boring and difficult, boost their confidence as STEM-capable individuals, and expose them to the exciting STEM careers available in their hometown. UNLV engineering undergrads will serve as near-peer mentors to the middle school students, guiding them through Lab activities and acting as role models. Investigators will measure student learning and engagement over the course of the Vegas STEM Lab experience with the aim of understanding how the Lab model—with its rich set of activities and interpersonal interactions set in the local E&H industry—can cultivate STEM identity development and encourage students to pursue STEM pathways. Despite the project’s hyperlocal focus on the Las Vegas community, if successful, other cities and towns may learn from and adapt the Lab model for use in their youth development programs.

Vegas STEM Lab will provide online materials for students’ STEM learning during the academic year followed by on-site visits and hands-on project development during a three-week summer experience. The Lab will run for three years with cohorts of 40 students each (N=120) with the aim of iteratively improving its activities and outcomes from year to year. The local school district will help recruit middle school students who have demonstrated low interest in STEM to participate in the Lab, ensuring that participants reflect the demographic makeup of the Las Vegas community in terms of race and ethnicity, socio-economic status, and gender. Summer activities will take students behind the scenes of the city’s major E&H venues; investigate the workings of large-scale displays, light shows, and “smart hospitality” systems; and then build their own smaller scale engineering projects. Investigators will employ the Dynamic Systems Model of Role Identity (DSMRI) framework to study how intentionally designed Lab experiences shape students’ understanding of themselves, their future aspirations, and their grasp of the scientific enterprise. Summer activities will be integrated into the online learning platform at the end of each year of Vegas STEM Lab, and in the final year of the project, workshops will train local educators to use the platform in either formal or informal learning settings. Materials and research findings produced through this work will be disseminated to middle school teachers and afterschool care providers, and shared with researchers through academic publications and conferences.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Emma Regentova Venkatesan Muthukumar Jonathan Hilpert Si Jung Kim
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 Public Programs
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

Research shows that Black girls and women, regardless of their academic achievements and STEM interests, often encounter academic under-preparation, social isolation, exclusion, and race-gender discrimination that negatively impacts their ongoing engagement and retention in STEM. This project will provide innovative, culturally relevant learning environments to middle and high school Black girls to counter these negative trends. Using hands-on coding and robotics activities, project participants will develop positive attitudes toward science, technology, engineering, and mathematics (STEM). The project emphasizes peer-mentoring by providing opportunities for Black female high school (assistant coaches) and Black college students (coaches) to serve as counselors and mentors to participants. Additionally, engineers, scientists, and executives from STEM industries will serve as mentors and share their experiences to broaden participants’ STEM career aspirations. The project is a three-year collaborative effort between the University of California Davis C-STEM Center, the Umoja Community Education Foundation, and the 66 affiliated California community colleges, industry partners, and school districts in California. Over three years, nearly 2,000 females will participate in the project.

Learning environments for Black girls and women led by other Black girls and women are referred to as “counterspaces” where they are free to engage in STEM in ways that value their identities while promoting STEM engagement, interests, and career aspirations. The project’s curriculum will follow a research-based, culturally relevant multi-tiered mentoring approach. The curriculum is designed to develop participants’ STEM content knowledge, critical thinking, and logical reasoning capabilities through meaningful connections to real-life applications using hands-on coding and robotics. A mixed-method longitudinal study will examine the impact on participants’ STEM outcomes, emphasizing contributing new knowledge on the viability of multi-tiered, culturally relevant mentoring for increasing equity in informal STEM learning (ISL). The program's effectiveness will be evaluated using longitudinal assessments of mathematics standards, computer science and robotics conceptual knowledge, logical and critical thinking skills, STEM school achievements, interests and attitudes toward STEM subjects, advanced STEM course-taking, involvement in other ISL opportunities, and leadership in STEM in one’s school/university and community. The project will test a locally based informal learning model with projects hosted by other K-12 and college partners.

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: Harry Cheng Faheemah Mustafaa
resource project Media and Technology
This Innovations in Development project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

Quantum information science (QIS) is an emergent cross-disciplinary field at the interface of physics, computer science, materials science, and engineering. Yet, there are few educational programs that encourage young people to explore QIS and understand its applications and societal benefits. Such programs are critical for supporting the growth of a quantum-ready workforce. Building intuition is a foundational first step but this is challenging because quantum effects are neither visible to the naked eye, nor experienced in everyday life. This project will create a suite of accessible, engaging digital games for middle schoolers, and study their effectiveness in cultivating intuition around QIS. Relating QIS concepts to common game mechanics is designed to increase students’ confidence in their QIS knowledge, reduce their fear of tackling such a subject, and consider pursuing a career in this field or another STEM area. The game-driven design appeals to a broad population beyond the age groups studied. Moreover, the deliverables will be freely available online, which allows anyone with a phone or computer and internet access a way to learn about QIS in an engaging, play-based environment. The program will partner with teacher organizations and other community groups to share the games, maximizing the project’s impact.

The project is guided by the QIS Key Concepts developed in 2020, as well as research and best practices on gamification of learning. The games will be designed for 6th-8th grade students in an informal setting, focusing on the concepts of probability, superposition, and role of measurement. A game world titled "Quander" will include videos that explicitly tie game experiences to QIS concepts and applications. The project will evaluate students' understanding after playing the games and watching the videos, how they engage with aspects of the games, and how the game impacted their interest in QIS. The project data will advance understanding of how to facilitate QIS informal learning experiences in ways that engage young audiences in QIS and similar abstract emerging areas of technology where current research is scant. This project represents one of the first efforts to teach QIS concepts in ways that connect directly to young learners’ play-based experiences. Data gathered from the project will help future program designers understand the ability of young learners to reason about QIS concepts such as measurement, superposition and probabilities in game contexts, providing insights to the ages at which students are ready for more technical content.
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TEAM MEMBERS: Diana Franklin Emily Edwards Danielle Harlow
resource project Media and Technology
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 Exhibitions
Museums and similar informal learning settings offer opportunities for children and families to learn together in an engaging way. Current exhibits rely mainly on parents, teachers, signage, and staff in science museums to provide support and guidance. Since it is not always feasible to have knowledgeable staff on hand and not all parents have the same knowledge and background, children receive varied support and people often miss the point of the learning experience or activity. This project will develop and research a new genre of Smart Science Exhibits that use artificial intelligence (AI) in an adaptive system to support children in learning science by doing science. The aim of the project is to incorporate AI adaptivity and personalization to maximize inquiry-based STEM learning and engagement in informal learning settings. This research builds on the project team's first Smart Science Exhibit (EarthShake), which uses AI vision to give interactive feedback to visitors based on their actions and guides them through scientific inquiry. In the project's preliminary work, the first smart exhibit demonstrated higher engagement and more learning gains than resulted from a traditional museum exhibit addressing the same scientific content. Smart exhibits can extend and enhance the limited support that staff and parents can provide. This project will develop and investigate adaptive approaches to mixing exploration and AI guidance, which will personalize feedback during constructive exploration. The project will build on learning science techniques and technology, proven in intelligent tutoring systems in formal settings, and apply this to different informal learning contexts. The goal is to provide just-in-time learning support, which will extend the time visitors spend with exhibits, thereby deepening inquiry-based science learning. The project is partnering with science museums and afterschool programs, which will enable thousands of children and families from a wide variety of backgrounds to use the project's smart exhibits each year. Smart Science Exhibits is funded by the Advancing Informal STEM Learning (AISL) program which supports innovative research, approaches, and resources as part of its overall strategy to enhance learning in informal environments.

Many informal learning settings are considering mixed-reality (MR) technologies to increase engagement and understanding of science. Using Smart Science Exhibits, the project will investigate how design choices in mixed-reality systems impact users' engagement and learning of STEM concepts. (Mixed reality is the blending of the physical world and the digital world, enabling interaction between human and artificial intelligence.) Project research will extend current research, which is largely descriptive, by investigating empirical results on learner outcomes. Key research questions are: What types of adaptivity and personalization can improve Smart Science Exhibits and MR systems generally? What balance of exploration and AI guidance is best to maximize enjoyment, engagement and learning? Do findings about the effective features of Smart Science Exhibits generalize to different content areas and informal learning settings? The project will employ user-centered design research, formative evaluation, and controlled experimentation to discover how mixed-reality systems should be designed to best meet visitor and staff needs in informal learning settings including multiple museums and afterschool providers. Data on learner behaviors in mixed-reality experiences in a variety of informal settings will inform the design of Smart Science Exhibits. The project will investigate whether adaptive approaches generalize across content and context to achieve better STEM learning, engagement, collaboration, and productive dialogue. The project will incorporate the team's prior technical research, which developed both vision techniques to track children's physical interactions and interactive pedagogical techniques to provide scaffolds for and reactive feedback on children's inquiry and construction behaviors. New technical research will develop AI techniques for adaptive task selection and personalized feedback that draws on a visitor's history of interaction. Project research and design resources will be widely shared with the science museum educators and designers through presentations at annual conferences and with researchers, developers and others through peer-reviewed journal publications and professional publications.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Nesra Yannier Scott Hudson Ken Koedinger
resource project Professional Development, Conferences, and Networks
Potential STEM talent is lost each day for some of the most underserved and underrepresented populations in our nation's incarcerated men, women, and youth. With years devoid of quality STEM education and opportunities while in prison, incarcerated individuals are often significantly underprepared in STEM and for the STEM workforce. This educational debt exacerbates the pattern of marginalization for these vulnerable populations. Their STEM literacy, employability and potential for earning sustainable wages upon release are stifled. This deficit in opportunity is especially stark for underrepresented groups in the United States. Roughly 61% of the prison population is non-white, which far exceeds the national average of 35%. The U.S. also has the highest per capita incarceration rates in the world, incarcerating 698 men, women, and youth for every 100,000 people. Equally unsettling, for the first time in American history the population growth rate for incarcerated women has outpaced men by almost 2 to 1 for the past 25 years. While there are many contributing factors to the high rate of incarceration in the U.S., high quality prison STEM education programs have been shown to help counter socio-economic and education debts through greater STEM knowledge attainment, successful societal integration, and increased wage and advancement potential, which increase the likelihood that formerly incarcerated individuals and their children can live productive lives. The NSF INCLUDES STEM Opportunities in Prison Settings (STEM-OPS) Alliance endeavors to build a national network aimed at providing and supporting viable pathways to STEM for the incarcerated and formerly incarcerated. Using a collective impact approach, the Alliance will work collaboratively with key stakeholders and the target population to advance extant and untapped knowledge on high quality prison STEM education and opportunities. This work builds on efforts supported by the National Science Foundation, including exploratory work piloted by two NSF INCLUDES Design and Development Launch Pilots. If successful, this Alliance has the potential to significantly transform the face of the STEM workforce and the narrative regarding the incarcerated and formerly incarcerated and their potential to succeed in STEM.

The STEM-OPS Alliance is comprised of partner organizations committed to ensuring that STEM preparation during and post incarceration is commonplace and successful. During its first year, the Alliance will focus on establishing its national network through a shared vision and goals and a collective impact approach. It will conduct systems ecology mapping to inform the supports and resources needed for the target population to succeed in STEM. Focus groups and interviews will be conducted with incarcerated middle/high school aged youth to better understand their experiences in K-12 schools and with STEM education prior to and during incarceration. The results of the mapping and youth study will be used to inform the future work of the Alliance. Affordances the network endeavors to achieve include: (a) creating accessible STEM opportunities for the target populations through STEM courses, in-prison laboratories, research experiences for undergraduates (REUs), internships, and mentoring, (b) a culturally responsive platform to connect formerly incarcerated job seekers with STEM employment opportunities, (c) an evidence-based toolkit for effective STEM in-prison program design and implementation, (d) an annual convening of key stakeholders and representatives from the target populations to share learnings, disseminate findings and resources, and support the growth and development of the Alliance, and (d) leveraging connections to the greater NSF INCLUDES National Network. A formative and summative evaluation will be conducted by an external evaluator. Through its network, the STEM OPS Alliance is well poised to directly impact 700-880 incarcerated and formerly incarcerated men and women and reach a significant number of organizations working to improve STEM opportunities and outcomes within prison contexts.

This NSF INCLUDES Alliance is funded by NSF Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science (NSF INCLUDES), a comprehensive national initiative to enhance U.S. leadership in discoveries and innovations by focusing on diversity, inclusion and broadening participation in STEM at scale. Significant co-funding has also been provided by the NSF Innovative Technology Experiences for Students and Teachers (ITEST) program and the NSF Advancing Informal STEM Learning Program (AISL).

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: Eden Badertscher Stanley Andrisse Jannette Carey Rich Milner
resource project Public Programs
Well-designed out-of-school time experiences can provide youth with rich opportunities to learn. However, to design effective out-of-school time experiences, it is critical to have a research basis that clarifies the features of programs that support increased youth engagement that then leads to better outcomes for youth. This project explores the features of programming that integrates sports, mathematics and science concepts, and growth mindset for 4th through 8th grade aged Latinx and African American youth. To accomplish this, the investigators refine curricular resources for out-of-school time programs and develop a model for professional learning experiences for informal educators and facilitators to support their implementation of integrated sports and STEM programming. To identify critical features of the programming, the researchers explore the ways that the program activities are implemented in two different contexts as well as the impact of the programming on youth participants' mindset, understanding of science and mathematics concepts, STEM interests, and self-perceived science and mathematics abilities. Additionally, researchers will explore the ways that the sports-themed programming supports (or could better support) girls' engagement.

The project builds on the University of Arizona researchers' existing partnerships with Major League Baseball (MLB) and Boys/Girls Club programs and an existing school-based MLB program for schools to (a) expand and refine Science of Baseball activities to enhance engagement among girls and incorporate growth mindset experiences that focus on the value of effort, determination, and learning from mistakes in both athletics and STEM; (b) study the enactment and outcomes of the program with 4th-8th grade aged youth in the two distinct informal learning settings; and (c) develop and refine a model for professional learning that includes in-person and on-line components for training informal STEM learning facilitators. The work will focus on two study contexts: afterschool programs of Boys and Girls Clubs in AZ, CA, and MO and summer programs of MLB in CA and MO. Participants will include 300 youth and up to 28 informal STEM learning facilitators split across the two contexts. Design-Based Implementation Research (DBIR) will be used to a) iteratively refine the activities and professional development model, and b) study the enactment and outcomes of the program. Research questions focus on outcomes for youth participants (i.e., impact on growth mindset, STEM dispositions, and understanding of science/math concepts), and the elements of effective professional development for informal STEM educators. Outcomes of the project include empirical evidence of what works and what doesn't work in the design, implementation, and professional development for STEM learning programs that integrate sports and growth mindset principles. In addition, outcomes of the project will advance knowledge of how different out-of-school program structures with similar sports-focused STEM programming can similarly (or differentially) support youth learning.

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.

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: Ricardo Valerdi Erin Turner
resource project Public Programs
Computing and computational thinking are integral to the practice of modern science, technology, engineering, and math (STEM); therefore, computational skills are essential for students' preparation to participate in computationally intensive STEM fields and the emerging workforce. In the U.S., Latinx and Spanish speaking students are underrepresented in computing and STEM fields, therefore, expanding opportunities for students to learn computing is an urgent need. The Georgia Institute of Technology and the University of Puerto Rico will collaborate on research and development that will provide Latinx and Spanish speaking students in the continental U.S. and Puerto Rico, opportunities to learn computer science and its application in solving problems in STEM fields. The project will use a creative approach to teaching computer science by engaging Latinx and Spanish speaking students in learning how to code and reprogram in a music platform, EarSketch. The culturally relevant educational practices of the curriculum, as a model for informal STEM learning, will enable students to code and reprogram music, including sounds relevant to their own cultures, community narratives, and cultural storytelling. Research results will inform education programs seeking to design culturally authentic activities for diverse populations as a means to broaden participation in integrated STEM and Computing. This Broad Implementation 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, including multiple pathways for broadening access to and engagement in STEM learning, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

As part of the technical innovation of the project, the EarSketch platform will be redesigned for cultural and linguistic authenticity that will include incorporating traditional and contemporary Latin sound beats and musical samples into the software so that students can remix music and learn coding using sounds relevant to their cultures; and developing a Spanish version of the platform, with a toggle to easily switch between English and Spanish. Investigators will also develop an informal STEM curriculum using best practices from Culturally Relevant Education and Cultural Sustaining Pedagogy that provides authentic, culturally and linguistically rich opportunities for student engagement by establishing direct and constant connections to their cultures, communities and lived experiences. The curriculum design and implementation team will work collaboratively with members of Latinx diverse cultural groups to ensure semantic and content equivalency across diverse students and sites. Validating the intervention across students and sites is one of the goals of the project. The model curriculum for informal learning will be implemented as a semester long afterschool program in six schools per year in Atlanta and Puerto Rico, and as a one-week summer camp twice in the summer. The curricular materials will be broadly disseminated, and training will be provided to informal learning practitioners as part of the project. The research will explore differences in musical and computational engagement; the interconnection between music and the computational aspects of EarSketch; and the degree to which the program promotes cultural engagement among culturally and linguistically heterogenous groups of Latinx students in Atlanta, and more culturally and linguistically homogenous Latinx students in Puerto Rico. Investigators will use a mixed method design to collect data from surveys, interviews, focus groups, and computational/musical artifacts created by students. The study will employ multiple case study methodology to analyze and compare the implementation of the critical components of the program in Puerto Rico and Atlanta, and to explore differences in students' musical and computational thinking practices in the two regions. Results from the research will determine the impact of the curriculum on computer science skills and associated computational practices; and contribute to the understanding of the role of cultural engagement on educational outcomes such as sense of belonging, persistence, computational thinking, programming content knowledge and computer science identity. Results will inform education programs designing culturally authentic and engaging programming for diverse populations of Latinx youths.
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TEAM MEMBERS: Diley Hernandez Jason Freeman Douglas Edwards Rafael Arce-Nazario Joseph Carroll-Miranda
resource project Public Programs
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 project aims to understand ways to empower Latinx families (adult caregivers) to feel confident in their ability to support their middle school-aged girls in science and engineering activities. The project involves seven weeks of family programming around rockets or urban farming, as well as separate conversation groups for adult family members and girls. The project is relevant for several reasons: females and Latinx individuals are both underrepresented in science, technology, engineering, and math (STEM) coursework and careers; girls tend to lose interest in STEM by middle school age; and adult family members may have an impact on their children's attitudes and interests. The project partners with school districts and nonprofit organizations in Arizona and California.

This multidisciplinary project's priority is broadening participation, with a focus on increasing Latina girls' science and engineering interests through Family Project-Based Learning Activities, Conversation Groups, and a cultivated Community of Learners. It is based on the frameworks of Social Cognitive Career Theory and Community Cultural Wealth. The project aims to empower families (adult caregivers) to feel confident in their ability to support their daughters in science and engineering activities, which is often low especially among Latinx parents. The project will develop and evaluate two out-of-school enrichment methods for aiding families in encouraging and supporting their daughters in science: Family Problem-Based Learning Activities, which focus on rockets and urban farming, and Conversation Groups, which provide information and discussion for separate groups of parents and girls. A series of pilot studies will be conducted with 80 families to iteratively evaluate and improve the materials and procedure prior to the main study with 180 families, featuring a factorial design with a control group.

The materials developed and research findings may inform similar projects, especially those for students from culturally and linguistically diverse backgrounds and projects seeking to enhance the role of families in learning. The hypothesis guiding the project is that the greatest gains will be produced with the synergistic combination of enrichment methods. Another component that can potentially have broad impact is working to create environments where Community Cultural Wealth is recognized and enhanced through interactions of different families, creating Communities of Learners. This can inform projects that recognize the importance of community and/or that seek to use culture as an asset. The proposed study will engage three geographically distributed universities and several community partners. It will also provide university students and community leaders opportunities for work on instructional design, implementation, and research. The team will disseminate their findings and methods through multiple avenues to reach researchers, parents, leaders, curators, and educators in informal and K-12 settings.

This Research in Service to Practice 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: Katherine Short-Meyerson Peter Rillero Peter Meyerson Margarita Jimenez-Silva Christopher Edwards