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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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TEAM MEMBERS:
resource research Public Programs
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Janet Beissinger Sarah Burns Cheryl Moran
resource project Media and Technology
Data is increasingly important in all aspects of people’s lives, from the day-to-day, to careers and to civic engagement. Preparing youth to use data to answer questions and solve problems empowers them to participate in society as informed citizens and opens doors to 21st century career opportunities. Ensuring equitable representation in data literacy and data science careers is critical. For many girls underrepresented in STEM, developing a "data science identity" requires personally meaningful experiences working with data. This project aims to promote middle school-aged girls’ interest and aspirations in data science through an identity-aligned, social game-based learning approach. The goals are to create a more diverse and inclusive generation of data scientists who see data as a resource and who are equipped with the skills and dispositions necessary to work with data in order to solve practical problems. The research team will run 10 social clubs and 10 data science clubs mentored by women in data science recruited through the University of Miami’s Institute for Data Science and Computing. Participants will be 250 middle school-aged girls recruited in Miami, FL, and Yolo County, CA, through local and national girls’ organizations. Youth will participate in a data science club and will learn key data science concepts and skills, including data structures, storage, exploration, analysis, and visualization. These concepts will be learned from working with their own data collected in personally meaningful ways in addition to working with data collected by others in the same social game eco-system. The project will also develop facilitator materials to allow adult volunteers to create game-based informal data science learning experiences for youth in their areas. The 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 and is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST), which seeks to engage underrepresented students in technology-rich learning environments, including skills in data literacy, and increase students’ knowledge and interest in information and communication technology (ICT) careers.

Researchers will focus on two primary research questions: 1) Across gameplay and club experiences, in what ways do participants engage with data to pursue personal or social goals? 2) How do gameplay and club experiences shape girls’ perceptions of data, data science, and their fit with data and data science? The project will use design-based research methods to iteratively design the game and social club experiences. To ensure that uses of data feel personally and socially meaningful to young girls, the virtual world’s goals, narratives, and activities will be co-designed with girls from groups underrepresented in data science. The project will research engagement with game data in two informal, game-based learning scenarios: organic, self-directed, social play club, and structured, adult-facilitated data science clubs. The research will use a combination of quantitative and qualitative methods including surveys, focus groups, interviews, and gameplay and club observations. Project evaluation will determine how gameplay and club experiences impact participants' attitudes toward and interest in data-rich futures. The project holds the potential for broadening participation and promoting interest in data science by blending game-based learning with the rich social and adult mentoring through club participation. The results will be disseminated through conference presentations, scholarly publications, and social media. The game and facilitator materials will be designed for dissemination and made freely available to the public.
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TEAM MEMBERS: Lisa Hardy Gary Goldberger Jennifer Kahn
resource project Public Programs
This workshop is funded through the "Dear Colleague Letter: Principles for the Design of Digital Science, Technology, Engineering, and Mathematics (STEM) Learning Environments (NSF 18-017)." In today's educational climate, organizations are creating physical learning spaces for hands-on STEM activities, often called makerspaces, co-working spaces, innovation labs, or fablabs. These spaces have evolved to be interdisciplinary centers that personalize learning for individual, diverse learners in collaborative settings. When designed well, these physical spaces create communities that contextualize learning around participants' goals and thus address STEM learning in a dynamic and integrated way. Participation in these learning environments encourages the cultivation of STEM identities for young people and can positively direct their career trajectories into STEM fields. This workshop will bring together a community of collaborators from multiple stakeholder groups including academia, public libraries, museums, community based organizations, non-profits, media makers and distribution channels, and educators within and beyond K-12 schools. Led by the University of Arizona, and held at Biosphere 2, an international research facility, participants will engage in activities that invite experimentation with distributed learning technologies to examine ways to adapt learning to the changing technological landscape and create robust, dynamic online learning environments. The workshop will culminate in a synthesis of design principles, assessment approaches, and tools that will be shared widely. Partnerships arising from the workshop will pave the way for sustained efforts in this area that span research and practice communities. Outcomes will address research and development of the next generation of digitally distributed learning environments.

The three day workshop convening will provide a unique forum to (1) exchange innovative ideas and share challenges and opportunities, (2) connect practical and research-based expertise and (3) form cross-institutional and cross-community partnerships that envision, propose, and implement opportunities for collecting and analyzing data to systematically inform the collective understanding. Participation-based activities will include design-based experiences, participatory activities, demonstrations of works in progress, prototyping, creative pitching, practitioner lightning talks, small group breakouts, hands-on design activities, and an 'unconference' style synthesis of bold ideas. Participants will be invited to experiment with distributed learning technologies. Five focus areas for the workshop include (1) inclusivity of learning spaces that invite multiple perspectives and full participation, (2) documenting learning in ways that are linked to outcomes and impacts for all learners, (3) implementing the use of new technologies in diverse settings, such as the workforce, (4) interpersonal interactions and peer-to-peer learning that may encourage a STEM career-path, and, (5) methods for collecting and analyzing data at the intersection of people, the learning environment, and new technologies at multiple levels. Outcomes of the workshop will serve to advance knowledge regarding critical gaps and opportunities and identify and characterize models of collaboration, networking, and innovation that operate within and across studio-based STEM learning environments.

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: Jill Castek Leslie Sult Jennifer Nichols Kevin Bonine Blaine Smith
resource research Public Programs
Described by Wohlwend, Peppler, Keune and Thompson (2017) as “a range of activities that blend design and technology, including textile crafts, robotics, electronics, digital fabrication, mechanical repair or creation, tinkering with everyday appliances, digital storytelling, arts and crafts—in short, fabricating with new technologies to create almost anything” (p. 445), making can open new possibilities for applied, interdisciplinary learning in science, technology, engineering and mathematics (Martin, 2015), in ways that decenter and democratize access to ideas, and promote the construction
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TEAM MEMBERS: Jill Castek Michelle Schira Hagerman Rebecca Woodland
resource research Public Programs
Meaningful Making 2 is a second volume of projects and strategies from the Columbia University FabLearn Fellows. This diverse group of leading K–12 educators teach in Fab Labs, makerspaces, classrooms, libraries, community centers, and museums—all with the goal of making learning more meaningful for every child. A learning revolution is in the making around the world. Enthusiastic educators are using the new tools and technology of the maker movement to give children authentic learning experiences beyond textbooks and tests. The FabLearn Fellows work at the forefront of this movement in all
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TEAM MEMBERS: Paulo Blikstein Sylvia Libow Martinez Heather Allen Pang Kevin Jarrett
resource research Public Programs
This book contains project ideas, articles, and best practices from educators at the forefront of making and hands-on education. The Stanford University FabLearn Fellows are a group of K­-12 educators teaching in Fab Labs, makerspaces, classrooms, libraries, community centers, and museums—all with the goal of making learning more meaningful. In this book, the FabLearn Fellows share inspirational ideas from their learning spaces, assessment strategies and recommended projects across a broad range of age levels. Illustrated with color photos of real student work, the Fellows take you on a
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TEAM MEMBERS: Paulo Blikstein Sylvia Libow Martinez Heather Allen Pang
resource research Public Programs
This study researched whether and how affiliation with the Nanoscale Informal Science Education Network (NISE Net) led to change in informal science education organizations’ (ISEs) practices. The NISE Net provided an opportunity to look at how participation in a large but loosely-structured network of museums, science centers, educators, and scientists can influence museums to experience organizational change and adopt new practices. By conducting qualitative case studies of a few selected partners, this research aimed to understand the conditions that facilitate or impede the influence of
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TEAM MEMBERS: Marta Beyer Steven Guberman Stephanie Iacovelli
resource project Media and Technology
As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. This Broad Implementation project would scale up the CryptoClub Project, an afterschool and online program designed to engage middle school youth in mathematics and cryptography. The project builds on previous successful work and evaluation that is ready for scale up using a train-the-trainer model implemented through a partnership with the National Girls Collaborative. The project will train 160 new CryptoClub leaders who will then train 800 new leaders at 20 hub sites reaching 9600 students. In addition, professional development modules and webinars will continue to refresh leader skills. Other project components include an online multiplayer cryptography game, weekly challenges through social media, and digital cryptology badges for students.

The research uses a think-aloud method with students as they actually attempt to solve the cryptology problems using mathematical thinking. Three think-aloud studies will be performed during the Project. The research team will code transcripts of the interviews for evidence of the mathematical thinking intended to be addressed by each activity, as well as capturing unexpected kinds of thinking. Tasks will also be rated according to the type of knowledge elicited. A written report will include statistical analyses of the think-aloud and interview responses, interpreted in light of the overall CryptoClub goals. The findings will contribute to both future research efforts and practice. The evaluation by EDC uses a quasi-experimental design, which assesses project outcomes for trainers, leaders, students, and Internet users. EDC will also investigate the fidelity to the CryptoClub model as it is scaled up. These studies have strong potential for informing numerous other projects that are at a stage where scale up is under consideration.
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TEAM MEMBERS: Janet Beissinger
resource project Public Programs
Be a 4-H Scientist! Materials in a Green, Clean World is an inquiry-based science curriculum focusing on concepts of materials; plastics; reuse, recycle, and reduce; and the work of scientists and engineers. It is designed to build foundational skills of science and engineering: observation, asking questions, sorting and classifying, and communicating. The curriculum contains six learning modules intended for delivery in out-of-school time facilitated by an educator (trained volunteers or program staff). Most modules also include a “Science At Home” activity which parents/other adults and children can do at home.
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TEAM MEMBERS: Jennifer Henderson Anne Stevenson Steven Worker Martin Smith Charles Malone Alexa Maile
resource research Public Programs
This paper argues that for citizens to be engaged with science they need to be able to share analytical techniques as well as the results of analyses. The category of "brand" which condenses the instrumental with the symbolic is both powerful in its uses and familiar to laypeople. The paper shows briefly how the categories of penicillin, biotechnology and applied science can be analysed in this way. It suggests that historians apply such an approach to the historiography of such new categories as synthetic biology and that this might be useful to curators of such topics in museums.
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TEAM MEMBERS: Robert Bud
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