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resource project Professional Development, Conferences, and Networks
The American Association for the Advancement of Science (AAAS) and the National Science Foundation (NSF) will continue its collaboration in providing scientists and engineers experiential professional development and public service fellowships via the AAAS Science and Technology Fellowship (STPF) Program.
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TEAM MEMBERS: Rashada Alexander
resource project Public Programs
Oregon State University (OSU) will facilitate a Polar STEAM (Science, Technology, Engineering, Arts and Mathematics) program that aims to increase the impact and visibility of polar science by integrating arts- and education-based elements into the polar science research setting.
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TEAM MEMBERS: Julie Risien Kim Bernard Susan Roberta Rowe Peter Betjemann
resource project Media and Technology
This project will use a complex systems approach to hazard reduction across multiple scales of risk by developing a new generation of socio-technical digital twin that integrates models of physical infrastructure systems and virtual networks of communication with social games to engage community awareness and commitment to collective action.
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TEAM MEMBERS: Kenichi Soga Louise Comfort Stephen Collier Michael Gollner J. Keith Gilless
resource project Media and Technology
This project will apply a mixed-methods approach to assess how sociotechnical networks can be leveraged to increase knowledge and awareness of environmental and industrial hazards and to build community adaptive capacity equitably among diverse residents of the Coastal Bend Region of Texas.
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TEAM MEMBERS: Michelle Hummel Karabi Bezboruah Kathryn Masten Yonghe Liu Oswald Jenewein
resource project Exhibitions
Many urgent environmental challenges, from soil degradation and water pollution to global climate change, have deep roots in how complex systems impact human well-being, and how humans relate to nature and to each other. Learning In and From the Environment through Multiple Ways of Knowing (LIFEways) is based on the premise that Indigenous stewardship has sustained communities on these lands since time immemorial. This project is collaboratively led by the Indigenous Education Institute and Oregon State University’s STEM Research Center, in partnership with Native Pathways and the Reimagine Research Group, Swinomish Indian Tribal Community, Oregon Museum of Science and Industry, World Forestry Center, and a national park network in the Pacific Northwest. The aim of this partnership is to deepen the informal learning field’s understanding of how Indigenous ways of knowing are currently or can be included in outdoor learning environments such as parks, nature preserves, and tribal lands. The project will share practices that center Indigenous worldviews to build awareness of their value and enhance STEM learning in outdoor settings. These approaches engage Native community members in continuing their traditional knowledge and practices, and help non-Native audiences learn from the dynamic interrelationships of the environment in authentic, respectful ways.

Conventional outdoor education is mostly grounded in Western concepts of “conservation” and “preservation” that position humans as acting separately from nature. This Research in Service to Practice project will identify “wise practices” that honor Indigenous ways of knowing, and investigate current capacities, barriers and opportunities for amplifying Indigenous voices in outdoor education. A team of Native and non-Native researchers and practitioners will draw upon Indigenous and Western research paradigms. Methods include Talk Story dialogues, a landscape study using national surveys, case studies, and a Circle of Relations to interpret and disseminate research findings. LIFEways will also document partnership processes to continue to build on the Collaboration with Integrity framework between tribal and non-tribal organizations (Maryboy and Begay, 2012). Findings from the LIFEways project will be shared broadly through a series of webinars, local and national meetings, conferences, and publications.
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TEAM MEMBERS: Martin Storksdieck Larry Campbell Nancy Maryboy David Begay Shelly Valdez Jill Stein Jamie Donatuto Ashley Teren Ka’iu Kimura Chris Cable Victoria Coats Andrew Haight Tim Hecox Elexis Fredy Greg Archuleta Geanna Capitan Vernon Chimegalrea Joe E Heimlich Herb Lee David Lewis Carol McBryant Sadie Olsen Laura Peticolas Stephanie Ratcliffe Darryl Reano Craig Strang Kyle Swimmer Polly Walker Tim Watkins Shawn Wilson Pam Woodis
resource project Media and Technology
This project engages pre-college Latinx, Black, and Indigenous learners, educators, and collaborating undergraduates in an international, project-based learning and media-making community in areas of science, technology, engineering, and mathematics (STEM). The project addresses key challenges including broadening participation in informal STEM learning, developing capacity for leading informal STEM programs, and building stronger connections between STEM learning and personal and social identity formation during adolescence. The project’s community of participants is an asset-based learning environment that treats each participant, their background, skills, and interests as uniquely beneficial to the whole. Led by mentors at each hub (teachers, leaders from science organizations, or other out-of-school learning environments), participants collaborate with peers from the US and from other countries. The collaborations encompass a broad spectrum of STEM projects. Participants also create digital media to communicate their projects. The project activities reflect a focus on STEM content, collaboration, and communication, in a global context that includes school-age learners from the US and peers from Central and South America, the Middle East, Asia, and Sub-Sahara. The combination of the sophisticated STEM competencies skills for collaborating across international and cultural boundaries, and media-savvy communication abilities are essential to the nation’s future STEM workforce and to building a scientifically vibrant citizenry.

The project addresses two primary research questions co-developed with teachers and other informal science providers. The first research question involves understanding and optimizing conditions for broadening participation through this type of distributed or virtual collaboration across boundaries of culture, race, gender, ability, nationality, and socioeconomic status. The project features a design experiment by which the overall community of participants comprises four separate hubs, each hosted by the different project partners (primarily teachers). Educators devise, test, and revise alternative designs for organizing STEM collaborations. Publication of these teacher-led designs and their evaluation are among the primary outputs of the project. The designs modify and improve a template developed under this project’s proof-of-concept precursor (NSF1612824). The second research question addresses how growth in STEM abilities, collaboration, and communication mutually reinforce adolescent personal and social identity formation. Participating students in the US will intentionally reflect heterogeneous backgrounds. The project analysis will focus on whether cultural and national cross-boundary collaboration can strengthen the development of learners' personal identity and academic performance. The project methodology relies heavily on quantitative ethnography and epistemic network analysis. This approach enables the creation of visual models that highlight the presence or absence of connections between constructs relevant to each research question, along with changes between and within groups. The constructs include variations of autonomy, competence, and connection (pillars of self-determination theory) in tracing identity formation and STEM abilities. The quantitative ethnography approach provides statistically reliable scaffolding and insights about the hub designs and their efficacy in promoting goals of broadening participation and fostering mutually reinforcing STEM competencies and identity formation. This type of virtual collaboration, crossing boundaries of culture, nationality, ethnicity, age, gender, economic strata, or ability, can realistically be expected to play a significant role in next-generation learning environments, especially through out-of-school activities. The project is expected to reach 120 U.S. and 80 non-U.S. students annually. Research findings, design principles and curricula will be widely disseminated to researchers, designers, program developers, informal science institutions and community organizations.
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TEAM MEMBERS: Eric Hamilton Nastassia Jones Danielle Espino Seung Lee
resource project Public Programs
Stark inequities evident in the low representation of Black women in Science, Technology, Engineering, Mathematics, and Medicine (STEMM) careers persist despite considerable investment in the diversification of the education-to-workplace STEMM pipeline. College participation rates of Black women measure 4-5% of all degrees in biological and physical sciences, 2-3% of degrees in computer science and math, and roughly 1% in engineering. Ultimately, Black women make up only 2.5% of the workforce in STEMM-related fields, indicating that they chronically experience stalled professional advancement. Because there are so few longitudinal studies in either formal or informal settings, educators and researchers lack critical insights into why BA/BS credentialed Black women drop out of STEMM careers at high rates upon entering the workforce. This Research in Service to Practice project will conduct a longitudinal examination of key professional outcomes and life trajectories among adult Black women who enrolled Women in Natural Sciences (WINS), a 40-year-old out-of-school time (OST) high school STEM enrichment program. Prior research on WINS documents that alumnae outperform national averages on all metrics related to STEMM advancement up through college graduation. This study will test the hypothesis that such success continues for these cohorts as they pursue life goals and navigate the workforce. Findings from this study will promote the progress of science, pivotal to NSF’s mission as the project builds knowledge about supportive and frustrating factors for Black women in STEMM careers. Strategic impact lies in the novel participant-centered research methods that amplify Black women’s voices and increase both accuracy and equity in informal STEM learning research.

This research probes the experiences of Black women at a critical phase of their workforce participation when BS/BA credentialed WINS alumnae establish their careers (ages 26-46). The team will conduct a longitudinal comparative case study of outcomes and life trajectories among 20 years of WINS cohorts (1995-2015). Research questions include (1) What do the life-journey narratives of WINS alumnae in adulthood reveal about influential factors in the socio-cultural ecological systems of Black women in STEMM? (2) What are the long-term outcomes among WINS women regarding education, STEMM and other careers, socio-economic status, and STEMM self-efficacy and interest? How do these vary? (3) What salient program elements in WINS are highlighted in alumnae narratives as relevant to Black women’s experiences in adulthood? How do these associations vary? (4) How do selected outcomes (stated in RQ2) and life story narratives among non-enrolled applicants compare to program alumnae? and (5) How do salient components in the WINS program associate with socio-cultural factors in regard to Black women’s careers and other life goals? Participants include 100 Black WINS alumnae as an intervention group and a matched comparison group of 100 Black women who successfully applied to the WINS program but did not or could not enroll. Measurable life outcomes and life trajectory narratives with maps of experiences from both groups will be studied via a convergent mixed methods design inclusive of quantitative and qualitative analyses. Comparisons of outcomes and trajectories will be made between the study groups. Further, associations between alumnae’s long-term outcomes and how they correlate their WINS experiences with other socio-cultural factors in their lives will be identified. It is anticipated that findings will challenge extant knowledge and pinpoint the most effective characteristics of and appropriate measures for studying lasting impacts of OST STEMM programs for Black women and girls. The project is positioned to contribute substantially to national efforts to increase participation of Black women in STEMM.
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TEAM MEMBERS: Ayana Allen-Handy Jacqueline Genovesi Loni Tabb
resource project Professional Development, Conferences, and Networks
The goal of this project is to understand and support the development of evidence-based public engagement with science (PES) strategies within STEM research organizations. It specifically seeks to understand how scientists, institutional leaders, and staff within the NSF’s Long Term Ecological Research (LTER) Network make decisions about the design and implementation of PES activities. The LTER Network includes 28 varied sites across North America and provides a unique opportunity to study PES decision-making within scientific organizations. The project is especially interested in the degree to which these types of organizations consider the interests and assets of local communities, including underrepresented communities. This project will lead to increased capacity for effective, evidence-based PES in an essential sector of the nation’s STEM research infrastructure. The project is a collaboration between PES practitioners within the LTER Network and PES researchers at Michigan State University and Oregon State University.

The project will address three primary research questions: (1) How do scientists, institutional leaders, and staff view and make decisions about the design and implementation of PES? (2) To what degree do PES activities and PES strategies consider the interests and assets of local communities, including those underrepresented in STEM? (3) How, and to what degree, can scientists, institutional leaders, and staff develop shared PES strategies aimed at enhancing reciprocal exchanges and ongoing relationships with communities? The project design includes: (a) surveys and interviews with LTER scientists, institutional leaders, and staff; (b) case studies coupled with strategic engagement planning to investigate the community contexts of PES; (c) a PES working group with LTER scientists and PES-related staff to integrate research and practice; (d) a PES monitoring system for tracking PES activities at LTER sites; and (e) an external advisory board of PES experts and representatives of other STEM research organizations to promote accountability of the work and broaden its impact beyond the LTER Network. The overall hypothesis is that it is possible to improve the effectiveness of PES through a focus on helping scientific organizations develop PES strategies in collaboration with relevant communities.
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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. Informal STEM learning opportunities are often rare in rural locations where the early childhood education system is also under-resourced. Through partnerships with educational researchers, early math educators, pediatric health experts, and pediatric clinics, this project will develop and study a new opportunity for informal math learning. The project will work with pediatric clinics that serve rural immigrant families who are racially, culturally, and linguistically diverse. The project leverages the high levels of trust many caregivers have in their child’s pediatrician to improve math learning during critical early years. This project will build on a previous program where physician text messages to caregivers supported youth literacy development. In this instance the project will support caregivers’ math interactions with their 3- and 4-year-olds to cultivate children's math knowledge and skills. The text messaging program will be grounded in research in child development, mathematics learning, parenting practices, and adult behavior change. Texts will also provide caregiver supports for how to engage their children in mathematical activates in their everyday lives and provide information about the important skills children are developing. Text messages will be co-developed with caregiver input, and focus on content underlying mathematical development such as Number Sense, Classification and Patterning, Measurement, Geometry, and Reasoning. Caregivers will receive text messages from their pediatric clinics three times a week for eight months. For example, three related texts supporting Number Sense include: “FACT: Kids enjoy counting and it prepares them for K! Mealtimes are a fun time to practice counting objects;” “TIP: At a meal, say: Can you count all the cups on the table? All the plates? What else can you count? (Forks) Tell them: Great job!” and “GROWTH: You are helping kids to count & get ready for K. At the park, ask: How many bikes are there? How many birds? Count together & find out!” Throughout the planning and implementation phases of the project the team will work closely with early education math experts, key advisors, and caregivers to ensure the text messaging program is tailored to meet the cultural, linguistic, and contextual needs of rural caregivers and children.

The project will research impacts of the text messaging program on children, caregivers, and clinical staff. First, the project will investigate the impact of the texting program on children through a randomized trial, and pre-and-post measures of early childhood math skills and abilities. Second, using interviews at baseline and in a 9-month follow-up, the project will study the texting program’s impact on caregivers’ perceptions regarding the importance of math learning for young children. Third, the project will explore the impact of the text messaging program on health professionals’ understanding of math learning in early childhood by collecting qualitative data and assessing attitudes about the clinic’s role in supporting early math. Caregivers and clinic staff will also participate in focus groups to better understand impacts for each of these groups. The project will reach 1000 families, who will be randomly assigned to treatment or control groups through block-randomization, stratified by caregiver language and child’s age. This parent-informed project will build evidence toward new approaches to promoting early math in the pediatric clinic, an informal environment that can reach all families and can leverage innovative technology. Findings will be shared widely though a communication and engagement plan that includes children, caregivers, physicians and clinic staff, informal STEM educators, researchers, and policy makers.
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TEAM MEMBERS: Lisa Chamberlain Susanna Loeb Jaime Peterson
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace
resource project Public Programs
This Innovations in Development project supports racially and ethnically diverse youth in learning about climate resilience in informal settings, including community centers, afterschool programs, and museums. The project aims to: (1) build the capacity of community organizations to implement youth programming on climate resilience; (2) increase youth knowledge, skills, and self-efficacy associated with climate resilience (also referred to as environmental health literacy for climate resilience); and (3) explore how collaborating research universities and community organizations engage diverse youth in informal STEM learning. Project partners include the UNC Institute for the Environment, the University of Washington-Interdisciplinary Center for Exposures, Diseases, Genomics and Environment, the North Carolina Museum of Natural Sciences, Juntos NC, and the Duwamish River Community Coalition (DRCC). Juntos NC and DRCC actively engage Latino and Indigenous youth in their programming and seek to implement resilience-focused programming that supports youth science learning and leadership development.

Together, informal educators and participating youth will develop locally relevant solutions to climate impacts in their communities. Youth will interact with university-based climate scientists and educators to collect and analyze data and will participate in resilience-focused dialogue, planning, and actions in their communities. Youth will share what they learn with their families and peers through family events and teen summits. The project will engage dozens of educators in community organizations and at least 250 youth, who will share what they learn with their families and communities, reaching hundreds more people through communications and local action projects. Mixed-methods assessment will provide insight into the extent participating youth (a) develop environmental health literacy for climate resilience, and (b) take action to address resilience in their home communities. The team will assess how these outcomes vary by location, and the implications of any variation on potential for project replication. A participatory evaluation, led by an external evaluator, will provide insight into empowerment outcomes. Findings will be disseminated to professional audiences at local and national conferences; and curricular materials from this project will be disseminated through the project website.
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TEAM MEMBERS: Kathleen Gray Sarah Yelton
resource project Media and Technology
Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each.

A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
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TEAM MEMBERS: Chris Schmidt