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resource project Public Programs
The Jackson Hole Children’s Museum will expand its K–5th grade STEAM programs, which serve more than 1,300 students in Teton County School District #1. The STEAM programs provide inquiry-based, hands-on programming to all K–5 District students in accordance with the Wyoming State Science Standards. An additional 500 students are reached through homeschool groups, summer school, childcare and therapy organizations, and nearby Idaho schools. Each two-hour program opens with interactive, student-centered, scientific method lab stations. Students are then challenged to use newly acquired vocabulary and knowledge to complete a hands-on building project. The program is designed to contribute to increasing science and engineering literacy in the community and to support the development of students’ 21st century skills.
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TEAM MEMBERS: Anna Luhrmann
resource project Informal/Formal Connections
The Pensacola MESS Hall will create and deliver “Science Sprouts”—a four-session classroom program for kindergarten students, including related professional development for teachers. The program will focus on 10 underserved elementary schools in the community, providing students and teachers access to quality math, engineering, and science experiences. Trained museum educators will engage children in hands-on exploration while engaging teachers in effective methods to enhance classroom learning. The lessons will include a story followed by small group activities that reinforce key concepts. To increase the teachers’ comfort in program delivery and application to other curricular units, the activities will utilize common materials and connect to children’s literature.
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TEAM MEMBERS: Sarabeth Gordon
resource project Media and Technology
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. This project would expand the informal STEM learning field's understanding of how to use digital science media to increase STEM educational experiences and opportunities for English language learners. Across the U.S. there are significant STEM opportunity and achievement gaps for English learners with varying levels of English proficiency. This is at a time when the U.S. is facing a shortage of STEM professionals in the workforce including the life and physical science fields. This project aims to close these gaps and improve English learners' STEM learning outcomes using digital media. Within community colleges, there are multiple site-based programs to provide content to help English learners to learn English and to improve their math and literacy skills. Involving the state community college networks is a critical strategy for gathering important feedback for the pedagogical approach as well as for recruiting English learner research participants. The team will initially study an existing YouTube chemistry series produced by Complexly then produce and test new videos in Spanish using culturally relevant instructional strategies. The target audience is 18-34-year-old English learners. Project partners are Complexly, a producer of digital STEM media and EDC, a research organization with experience in studying informal STEM learning.

The project has the potential to advance knowledge about the use of culturally relevant media to improve STEM opportunities and success for English language learners. Using a Design-Based Implementation Research framework the research questions include: 1) what are the effective production and instructional strategies for creating digital media to teach science to English learners whose native language is Spanish? 2) what science content knowledge do English learners gain when the project's approach is applied to a widely available set of YouTube videos? and 3) how might the findings from the research be applied to future efforts targeting English learners? The project has the potential to significantly broaden participation in science and engineering. Phase 1 of the research will be an exploration of how to apply strategic pedagogical approaches to digital media content development. Interviews will be conducted with educators in 3 focal states with high numbers of English language learners (NY, CA, TX) to reflect on pedagogical foundations for teaching science to English learners. A survey of 30 English learners will provide feedback on the perceived strengths and weaknesses of a selection of existing YouTube chemistry videos. Phase 2 will create/test prototypes of 6 adapted chemistry videos. Forty students (ages 18-34) will be recruited and participate in cognitive interviews with researchers after viewing these videos. Based on this input additional videos will be produced with revised instructional strategies for further testing. Additional rounds of production and testing will be conducted to develop an English learners mini chemistry series. Phase 3 will be a pilot study to gauge the science learning of 75 English learners who will view an 11-episode chemistry miniseries. It will also identify gaps in expected learning to determine whether any further adjustments are necessary to the instructional approach.

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: Kelsey Savage Ceridwen Riley Stan Muller Heather Lavigne Caroline Parker Katrina Bledsoe
resource research Media and Technology
Inequalities in scientific knowledge are the subject of increasing attention, so how factual science knowledge is measured, and any inconsistencies in said measurement, is extremely relevant to the field of science communication. Different operationalizations of factual science knowledge are used interchangeably in research, potentially resulting in artificially comparable knowledge levels among respondents. Here, we present data from an experiment embedded in an online survey conducted in the United States (N = 1,530) that examined the distribution of factual science knowledge responses on a
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TEAM MEMBERS: Meaghan McKasy Michael Cacciatore Leona Yi-Fan Su Sara Yeo Liane O’Neill
resource project Media and Technology
Future educational robots are emerging as social companions supporting learning. By socially interacting with such a robot, learners can potentially reason and talk about the things they are learning and receive help in seeing the relevance of STEM in their daily lives. However, little is known about how to design educational robots to work with youth at home over a long period of time. This project will develop an informal science learning program, called STEMMates, in collaboration with a local community center, for youth with little interest in science. The program will partner learners with an in-home learning companion robot, designed to read books with youth and provide science activities for them at the community center, where youth will engage in exciting and personally relevant science learning. As the learner reads books, the robot will make comments about what is happening in the book to help connect the reading to the science activities at the community center. The overarching goals of STEMMates are to: (a) positively support youth's individual interest in science and future science learning, (b) connect in-home learning experiences with out-of-school community-based learning, (c) bridge the gap between formal and informal engagement and learning in science, and (d) encourage the participation of youth who are underrepresented and who have low interest in STEM learning. This 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 opportunities for the public in informal environments.

Researchers will work with youth and staff at the community center, alongside experts in informal science learning, to design the program and then test how learners respond to reading with the robot and participating in the science activities and whether this program has a lasting impact on their science interest. Social interactions with a robot may help distribute cognitive load during learning activities to help youth reason about STEM and also supplement learning by improving feelings of value and belongingness in order to facilitate lasting interest development. Following a mixed-methods research approach using qualitative and quantitative data-collection techniques, the research team will investigate the following research questions: (1) What social and interest-development supports and activities can be utilized as socially situated interest scaffolds in an informal and in-home, augmented reading and science activity program to promote individual interest and learning in science for low interest learners? How can a social robot best facilitate this program? (2) How do learners perceive and interact with the robot in authentic, in-home, long-term situations, and how does this interaction change over time? (3) Does working with a robot designed with socially situated interest scaffolds increase individual interest in science when compared to a pre-intervention baseline, and do these effects impact future (long-term) interest and engagement in formal science learning? To answer these research questions, researchers will implement the science learning program during an 11-week summer deployment and utilize an AB single-case research design. Interview-based qualitative data and self-report surveys to examine the learner?s perception of the robot and their evolving interest in science and quantitative data on science learning using pre-/post-measure comparisons will be collected. Log data of time-on-task, reading rate, book selection and reading goal attainment will also be collected by the robot. The outcomes of this project will lay the groundwork for future investigations of the design of social robots for a diversity of learner populations and their use in different informal learning settings.

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: Bilge Mutlu
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 research, approaches, and resources for use in a variety of settings. This project will develop a national infrastructure of state and regional partnerships to scale up The Franklin Institute's proven model of Leap into Science, an outreach program that builds the capacity of children (ages 3-10) and families from underserved communities to participate in science where they live. Leap into Science combines children's science-themed books with hands-on science activities to promote life-long interest and knowledge of science, and does so through partnerships with informal educators at libraries, museums, and other out-of-school time providers. Already field-tested and implemented in 12 cities, Leap into Science will be expanded to 90 new rural and urban communities in 15 states, and it is estimated that this expansion will reach more than 500,000 children and adults as well as 2,700 informal educators over four years. The inclusion of marginalized rural communities will provide new opportunities to evaluate and adapt the program to the unique assets and needs of rural families and communities.

The project will include evaluation and learning research activities. Evaluation will focus on: 1) the formative issues that may arise and modifications that may enhance implementation; and 2) the overall effectiveness and impact of the Leap into Science program as it is scaled across more sites and partners. Learning research will be used to investigate questions organized around how family science interest emerges and develops among 36 participating families across six sites (3 rural, 3 urban). Qualitative methods, including data synthesis and cross-case analysis using constant comparison, will be used to develop multiple case studies that provide insights into the processes and outcomes of interest development as families engage with Leap into Science and a conceptual framework that guides future research. This project involves a partnership between The Franklin Institute (Philadelphia, PA), the National Girls Collaborative Project (Seattle, WA), Education Development Center (Waltham, MA), and the Institute for Learning Innovation (Corvallis, OR).
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TEAM MEMBERS: Darryl Williams Karen Peterson Lynn Dierking Tara Cox Julia Skolnik Scott Pattison
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program supports new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This project will meet this goal through rigorous research and the broad implementation of an environmental science literacy professional development and learning program for informal educators and youth engaged in outdoor science programs (OSP). With growing support from the literature and the Next Generation Science Standards (NGSS), much attention has been placed on creating and leveraging interdisciplinary science learning opportunities beyond science classrooms. As such, an estimated 300 residential OSPs currently exist in the United States. Unfortunately, the informal educators often charged with facilitating these deep and impactful science learning experiences often lack robust formal training in evidenced-based, age-appropriate environmental science content knowledge and pedagogy specific for the youth in their programs. This issue is often more pronounced in under-resourced and under-served programs and communities. This project will directly address these pervasive challenges in the field by not only providing much needed science focused professional development and resources to informal educators but also by specifically targeting and training informal leaders and educators serving youth in predominately rural areas, low-income communities, and underrepresented communities.

Approximately 200 OSP leaders at 100 OSPs around the country will participate in a week-long, intensive training in the professional development model at one of five regional residential leadership institutes. OSP leaders will then redeliver the training to the approximately 1,500 OSP educators/field instructors in their home institutions. The OSP educators/field instructors will then use what they learn through the professional development to facilitate the environmental science learning program (i.e., curriculum, field experiences, resources, pedagogy) to over 1 million youth (grades 3-8) enrolled in their residential outdoor science programs. In addition, a rigorous implementation study, efficacy study and evaluation will be conducted. The implementation study will investigate: (a) Which of the professional learning model practices were implemented and (b) What successes and challenges the programs faced implementing the model. The mixed methods efficacy study will explore: (a) if outdoor science programs contribute to the development of science learning activation and environmental literacy? and (b) what are the features of these experiences that are correlated with increases in science learning activation and environmental literacy. Approximately 25-35 youth will be randomly selected from each of 50 randomly selected sites to participate in the efficacy study. The data and findings from the research and evaluation produced by this project will contribute to a relatively sparse knowledge and research base specific to youth efficacy and implementation processes and practices across nearly 1/3 of the estimated 300 existing residential outdoor science programs in the United States.
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TEAM MEMBERS: Craig Strang Rena Dorph
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. In this project, the primary goal of Geo-literacy Education in Micronesia is to demonstrate the potential for effective intergenerational, informal learning and development of geo-literacy through an Informal STEM Learning Team (ISLT) model for Pacific island communities. This will be accomplished by means of a suite of six informal learning modules that blend local/Indigenous approaches, Western STEM knowledge systems, and active learning. This project will be implemented across 12 select communities in the Republic of Palau, the Federated States of Micronesia - which consists of the four States of Chuuk, Kosrae, Pohnpei, and Yap - and the Republic of the Marshall Islands. Jointly, these entities are referred to as the Freely Associated States (FAS). Geo-literacy refers to combining both local knowledge and Western STEM into a synthesized understanding of the world as a set of interconnected, dynamic physical, biological, and social systems, and using this integrated knowledge to make informed decisions. Applications include natural resource management, conservation, and disaster risk reduction. The project will: (1) demonstrate that the recruitment and development of an ISLT model is an effective method of engaging communities in geo-literacy activities; (2) increase geo-literacy knowledge and advocacy skills of ISLT participants; (3) produce and disseminate geo-literacy educational materials and resources (e.g., place-based teaching guides, geospatial data systems, educational apps, 2-D and 3-D models, and digital maps); and (4) provide evidence that FAS residents use these geo-literacy educational materials and resources to positively influence decision-making.
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TEAM MEMBERS: Corrin Barros Koh Ming Wei Danko Tabrosi Emerson Odango
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn