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resource project Public Programs
An ecosystems model of learning suggests there are critical partners within and across a community that support learning across the lifespan. These school-community partnerships, developed with shared accountability and goals, are essential to rural students given the lack of economic and geographic access to such services. Youth in rural areas may have limited opportunities to engage with professionals. The team proposes to overcome this gap by capitalizing on the wide-spread interest in archaeology to teach critical thinking using STEM concepts and testing components of a partnership program. This project will advance knowledge on multidisciplinary STEM education by iteratively developing and researching an after-school program in which youth engage in multidisciplinary inquiry in the context of archeology. Mentored by archaeologists, rural youth and citizen scientists will use concepts and tools drawn from biology, ecology, geospatial science, mathematics, physics, and data science to identify and answer questions related to the history of their local region. An outcome of this project will be a road map for moving from a feasibility project to a larger implementation project locally and an understanding of community partnerships engaging more broadly.

Researchers at SUNY Binghamton will conduct a mixed-methods research study that examines the ways in which participation in a multidisciplinary after-school archaeology program supports the development of STEM identities among rural youth in sixth through eighth grades. The research team will use content analysis to analyze field notes from observations, as well as transcripts from focus groups and interviews with the youth. They will use inferential statistics to explore changes in the youths' STEM identity using an identity survey, which will be administered to the youth before and after participation in the program. Additionally, the research team will conduct qualitative research that explores shifts in the afterschool program providers' perceptions about supporting middle school youth as STEM learners. The program providers are comprised of graduate and undergraduate archaeology students, citizen scientists, and professional archaeologists. The course modules developed for the after-school program will be disseminated through professional networks and organizations dedicated to archaeologists and informal educators, and empirical findings will be shared widely via peer-reviewed publications. This project is funded by the Advanced Informal STEM Learning (AISL) program. As part of its overall strategy to enhance learning in informal environments, the 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.

This Pilots and Feasability Studies 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: Laurie Miroff Nina Versaggi Amber Simpson Luann Kida Lynda Carroll
resource project Media and Technology
This Research Advanced by Interdisciplinary Science and Engineering (RAISE) project is supported by the Division of Research on Learning in the Education and Human Resources Directorate and by the Division of Computing and Communication Foundations in the Computer and Information Science and Engineering Directorate. This interdisciplinary project integrates historical insights from geometric design principles used to craft classical stringed instruments during the Renaissance era with modern insights drawn from computer science principles. The project applies abstract mathematical concepts toward the making and designing of furniture, buildings, paintings, and instruments through a specific example: the making and designing of classical stringed instruments. The research can help instrument makers employ customized software to facilitate a comparison of historical designs that draws on both geometrical proofs and evidence from art history. The project's impacts include the potential to shift in fundamental ways not only how makers think about design and the process of making but also how computer scientists use foundational concepts from programming languages to inform the representation of physical objects. Furthermore, this project develops an alternate teaching method to help students understand mathematics in creative ways and offers specific guidance to current luthiers in areas such as designing the physical structure of a stringed instrument to improve acoustical effect.

The project develops a domain-specific functional programming language based on straight-edge and compass constructions and applies it in three complementary directions. The first direction develops software tools (compilers) to inform the construction of classical stringed instruments based on geometric design principles applied during the Renaissance era. The second direction develops an analytical and computational understanding of the art history of these instruments and explores extensions to other maker domains. The third direction uses this domain-specific language to design an educational software tool. The tool uses a calculative and constructive method to teach Euclidean geometry at the pre-college level and complements the traditional algebraic, proof-based teaching method. The representation of instrument forms by high-level programming abstractions also facilitates their manufacture, with particular focus on the arching of the front and back carved plates --- of considerable acoustic significance --- through the use of computer numerically controlled (CNC) methods. The project's novelties include the domain-specific language itself, which is a programmable form of synthetic geometry, largely without numbers; its application within the contemporary process of violin making and in other maker domains; its use as a foundation for a computational art history, providing analytical insights into the evolution of classical stringed instrument design and its related material culture; and as a constructional, computational approach to teaching geometry.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Harry Mairson
resource project Exhibitions
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This Research in Service to Practice project will study how visual immersion and interactivity in augmented reality (AR) affects visitors' engagement and understanding of science. The research involves creating different versions of an AR exhibit to communicate paleontology research from the La Brea Tar Pits to the general public. Different versions of the exhibit will be compared to learn how design choices for immersion and interactivity impact visitors' engagement and understanding of science. The result of this study should be a model to follow for similar public exhibits, as well as design principles that generalize to AR experiences for a broader range of informal learning environments. This project will also demonstrate and report on specific AR mechanisms that help visitors understand the scientific process and increase knowledge about paleontology research.

The study includes a user-centered design and evaluation process with both formative and comparative studies. This project investigates two high-level design factors for mobile AR: visual immersion and interactivity. These impact the learning experience and the development so extensively that multiple versions are seldom compared. These factors also have unique considerations for informal settings, such as how to balance immersion against situational awareness (e.g., 3D viewers reduce field of view). One goal of this project is to systematically compare qualitatively different AR designs that convey equivalent science content and study these tradeoffs empirically. The second goal is to leverage these findings to publicly release an AR experience that promotes engagement, increases understanding of science, and reduces scientific misconceptions. This research will also contribute to understanding usability and logistical issues for different AR designs for public, outdoor, informal settings.

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: Emily Lindsey Benjamin Nye Gale Sinatra William Swartout
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
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
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TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Higher Education Programs
Often called "self-plagiarism," text recycling occurs frequently in scientific writing. Over the past decade, increasing numbers of scientific journals have begun using plagiarism detection software to screen submitted manuscripts. As a result, large numbers of cases of text recycling are being identified, yet there is no consensus on what constitutes ethically acceptable practice. Text recycling is thus an increasingly important and controversial ethical issue in scientific communication. However, little actual research has been conducted on text recycling and it is rarely addressed in the ethical training of researchers or in scientific writing textbooks or websites. To promote the ethical and appropriate use of text recycling, this project will be conducted in two phases: In Phase 1, the researchers will investigate the ethical, practical, and legal aspects of text recycling as relevant for professional researchers, students, and publishers. In Phase 2, the investigators will produce educational materials and develop model language for text recycling guidelines and author-publisher contracts that can be adapted by educational institutions, research organizations, and publishers.

This project is a multi-institutional, multidisciplinary investigation of text recycling, the reuse of material from one?s previous work in a new manuscript. In Phase 1, the researchers will investigate questions such as these: What do expert researchers, students, and others involved in scientific communication believe to be appropriate practice, and why? Where is there a clear consensus among experts and where is there substantive disagreement? How often do professional scientists actually recycle material, and in what ways? Under what circumstances does text recycling violate publisher contracts or copyright laws? One facet of this research will involve interviewing and surveying experienced STEM faculty, students, journal editors, and others regarding the ethics of text recycling. A second facet will analyze a corpus of published scientific papers to investigate how researchers recycle text in practice and how this has changed over time. The third facet involves analyzing publisher contracts to better understand the rights of publishers and authors regarding text recycling and to assess their legal validity. In Phase 2, the investigators will use findings from Phase 1 to develop, test, and disseminate two kinds of materials: The first are web and print based instructional materials for STEM students (and others new to STEM research) explaining the ethical, legal, and practical issues involved with text recycling, as well as accompanying documents for faculty, administrators, and librarians. The second are model policies and guidelines for text recycling that address appropriate practice in both academic and professional settings. The investigators will obtain feedback on drafts of these materials from potential users and revise them accordingly, after which they will be disseminated.
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TEAM MEMBERS: Cary Moskovitz
resource project Public Programs
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. This proposed effort embraces broad participation by the three Ute tribes, History Colorado, and scientists in the field of archaeology to investigate and integrate traditional ecological knowledge and contemporary Western science. The project will preserve knowledge from the Ute peoples of Colorado and Utah, including traditional technology, ethnobotany, engineering and math. Results from this project will inform educational efforts in similar communities.

This project will build on the long-standing collaborations between History Colorado (HC), the Southern Ute Indian Tribe, Ute Mountain Ute Tribe and Ute Indian Tribe, Uintah & Ouray Reservation, and the Dominguez Archaeological Research Group DARG). HC will implement and evaluate a regional informal learning collaboration focused on Ute traditional and contemporary STEM knowledge serving over 128,000 learners through tribal programs, local history museums and educational networks. This project will advance the understanding of integrated knowledge and the role of Ute people as STEM learners and practitioners. This Informal Science Learning project will increase lifelong STEM learning in rural communities and create a replicable model for collaboration among tribes, history museums, and scientists.
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TEAM MEMBERS: Liz Cook Sheila Goff Shannon Voirol JJ Rutherford