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resource research Public Programs
Informal science learning (ISL) organizations that are successful at providing meaningful science, technology, engineering, arts, and mathematics (STEAM) experiences for Latino children, youth, and their families share some common traits. They have leaders and staff who believe in the importance of developing culturally relevant models and frameworks that meet the needs and acknowledge the legacy of STEAM in Latino communities. Such organizations are willing to take risks to create experiences that are culturally meaningful, garner funding and implement programs by working closely with their
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TEAM MEMBERS: Cheryl Juarez Verónika Núñez Exploratorium
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. 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 three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Media and Technology
As part of its overall effort 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 science, technology, engineering, and mathematics (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. In alignment with these aims, the STEM + Digital Literacies (STEM+L) project will investigate science fiction as an effective mechanism to attract and immerse adolescents (ages 10-13) from diverse cultural backgrounds in environmental and human health content and socio-scientific issues. This work is particularly novel, as the current knowledge base is limited, and largely addresses the high school level. Therefore, the results of the proposed effort could yield important findings regarding the feasibility of this activity as an effective platform for science learning and engagement for younger students. As such, STEM+L would not only advance knowledge in the field but would also contribute to a growing AISL portfolio on digital literacy and learning.

STEM+L is an early stage Innovations in Development project that will engage thirty middle school students in out of school time experiences. Over a twenty-four-week period, students will work collaboratively in groups in-person and online with their peers and field experts to design, develop, and produce STEM content rich, multimedia science fictions. The in-person learning experiences will take place on the University of Miami campus during the summer and academic year. Culminating activities include student presentations online and at a local Science Fiction Festival. The research component will employ an iterative, design-based approach. Four research questions will be explored: (a) How do students learn science concepts and multimodal digital literacies through participating in the STEM+L Academy? (b) How do students change their views in STEM related subject matter and in pursuing STEM related careers? (c) How do students participate in the STEM+L Academy? (d) How do we best support students' participation and learning of STEM+L in face-to-face and online environments? Data collection methods include video records, student-generated artifacts, online surveys, embedded assessments, interviews, and multimodal reflections. Comparative case analysis and a mixed methods approach will be employed. A rigorous evaluation will be conducted by a critical external review board. Inclusive and innovative dissemination strategies will ensure that the results of the research and program reach a broad range of audiences including both informal and formal STEM and literacy educators and researchers, learning scientists, local communities, and policy makers through national and international conference presentations, journal publications, Web2.0 resources, and community outreach activities.
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TEAM MEMBERS: Ji Shen Blaine Smith
resource research Media and Technology
Girls met to engage with Through My Window twice each week after school. The afterschool program format provided a freer, less structured atmosphere than a classroom setting. Students extensively debated and investigated the questions and themes posed by the novel, Talk to Me. The meeting space had plenty of space for students to move around, as well as teachers who encouraged the expression of full emotional and intellectual enthusiasm for the story at hand.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Public Programs
This project by California State University San Marcos and their collaborators will expand and continue to innovate on a pilot Mobile Making program with the goal of developing a sustainable, regional model for serving underserved, middle-school aged youth in twelve after-school programs in the San Diego region. Evaluation of the current Mobile Making program has documented positive impacts on participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life, and led to a model for engaging underserved youth in Making. The work will focus on implementing the program model sustainably at greater capacity by increasing the number of undergraduate activity leaders, after-school sites, and level of community engagement. The expanded Mobile Making program is expected to engage ~1800 middle school youth at 12 local school sites, with activities facilitated by ~1020 undergraduate CSU-SM STEM majors. The sites are in ethnically diverse and economically disadvantaged neighborhoods, with as many as 90% of students at some sites qualifying for free or reduced price lunch. The undergraduate facilitators are drawn from CSU-SM's diverse student body, which includes 44% underrepresented minorities. Outcomes are expected to include increases in the youth participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life. Positive impacts on the undergraduate facilitators will include broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. The program is designed to achieve sustainability through innovative means such as involving undergraduate facilitators via Community Service Learning (rather than paid positions), and increased community engagement via development and support of a community of practice including local after-school providers, teachers, Makers, and University members. Evaluation of the program outcomes and lessons learned are expected to result in a comprehensive model for a sustainable, university-based after-school Making program with regional impact in underserved communities. Dissemination to other regions will be leveraged via CSU-SM's membership in the California State University (CSU) system, yielding a potential statewide impact. The support of the CSU Chancellor's Office and input from a CSU implementation group will ensure the applicability of the model to other regional university settings, identify common structural barriers and solutions, and increase the probability of secondary implementations. This work 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.
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TEAM MEMBERS: Edward Price Charles De Leone
resource project Public Programs
The goal of the project is to research ways in which the teaching of basic computing skills can be integrated into after-school choral programs. The team will study how to adapt the interdisciplinary, computing + music activities developed to date in their NSF-funded Performamatics project with college-aged students to now introduce middle school-aged students to computing in an informal, after-school choral program. They will investigate how to leverage the universal appeal of music to help students who typically shy away from technical studies to gain a foothold in STEM (Science, Technology, Engineering, and Mathematics) by programming choral music. It 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 team will use a qualitative and quantitative, mixed-methods approach to study four research questions: (1) Can middle school-aged children follow the connections from singing to digitized sound to MIDI and back to music and learn to program using the songs they like to sing? To encourage students to become involved with manipulating sounds and programming music on their own computers, the approach will employ Audacity and Scratch, two free music recording, editing, and generation platforms. The team will study how well programming of music helps them acquire STEM skills by assessing the complexity and efficacy of the programs they can learn to code. (2) Can programming their individual parts help students learn to sing in three- and four-part harmony? The main focus is on learning of STEM, but research on this question will evaluate whether programming skills can help students learn about music too. (3) What resources, models, and tools (RMTs) are necessary to integrate STEM education into a middle school after-school choral program? The team will work with local middle schools to research techniques for integrating computing into after-school choral programs without disrupting their musical focus. They will identify what choral teachers need in order to do this integration, and they will devise and evaluate techniques for adding STEM skills to the students' choral experience. (4) Can the involvement of adults who match the students' racial and/or cultural backgrounds have a positive effect on the "people like me don't (or can't) do that?" belief that so often stifles efforts to attract underrepresented groups to STEM? They will actively seek to involve students of underrepresented groups in the program by recruiting adult role models from these groups who are involved with both music and computing. They will use attitudinal surveys to assess whether these adults have any effect on the students' self-efficacy and the "people like me" syndrome that hinders some from engaging in STEM.
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TEAM MEMBERS: Jesse Heines Daniel Walzer