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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 Public Programs
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. One of the principal challenges of the partnership of scientists and high school students are the existent barriers of language between them (Kim & Fortner, 2007). In other words, since scientists are usefully deemed as characters with higher power, status, and knowledge, students may feel nervous or intimidated, especially when scientists speak jargons and complex language. The best educators have a magical way of engaging their audiences with compelling stories. Even the
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TEAM MEMBERS: Vania Ochoa Villalobos Pei-Ling Hsu
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