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resource project Media and Technology
Research shows that algebra is a major barrier to student success, enthusiasm and participation in STEM for under-represented students, particularly African-American students in under-resourced high schools. Programs that develop ways to help students master algebra concepts and a belief that they can perform algebra may lead to more students entering engineering careers. This project will provide an online engineering program to support 9th and 10th grade Baltimore City Public Schools students, a predominantly low-income African-American cohort, to develop concrete goals of becoming engineers. The goals of the program are to help students with a growing interest in engineering to maintain that interest throughout high school. The project will also support students aspire to an engineering career. The project will develop in students an appreciation of requisite courses and skills, and increase self-efficacy in mathematics. The project will also develop a replicable model of informal education capable of reinforcing the mathematical foundations that students learn during the school day. Additionally, the project will broaden participation in engineering by being available to students during out-of-school time and by having relaxed entrance criteria compared to existing opportunities in supplemental engineering curricula. The project is a collaboration between the Baltimore City Public Schools, Johns Hopkins University Applied Physics Laboratory, Northrop Grumman Corporation, and Expanded School-Based Mental Health programs to support students both during and after participation. The project will benefit society by providing skills that will allow high school students to become members of tomorrow's highly trained STEM workforce.

The research will test whether an informal, scaffolded online algebra-for-engineering program increases students' mastery and self-efficacy in mathematics. The research will advance knowledge regarding informal education by applying Social Cognitive Career Theory as a framework for measuring program impact. The theoretical framework will aid in identifying mechanisms through which students with interest in engineering might persist in maintaining this interest through high school via algebra skill mastery and increased self-efficacy. The project will recruit 200 youth from the Baltimore City Public Schools to participate in the project over three years. Qualitative data will be collected to assess how student and school socioeconomic factors impact implementation, student engagement, and outcomes. The research will answer the following questions: 1) What effect does program participation have on math mastery? 2) What direct and indirect effects do program completion and supports have on students' mathematics self-efficacy? 3) What direct and indirect effects do program components have on engineering career goals by the end of the program? 4) What direct and indirect effects does math self-efficacy have on career goals? 5) To what extent are the effects of program participation on engineering career goals mediated by math self-efficacy and engineering interest? 6) How do school factors relate to the implementation of the program? 7) What socioeconomic-related factors relate to the regularity and continuation of student participation in the program? The quantitative methods of data analysis will employ descriptive and multivariate statistical methods. Qualitative data from interviews will be analyzed using an emergent approach and a coding scheme guided by theoretical constructs. Project results will be communicated to scholars and practitioners. The team will also share information through school newsletters and parent communication through Baltimore City Public Schools.

This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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: Michael Falk Christine Newman Rachel Durham
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 project Media and Technology
This Research Advanced by Interdisciplinary Science and Engineering (RAISE) project is supported by the Division of Research on Learning in the Education and Human Resources Directorate and by the Division of Computing and Communication Foundations in the Computer and Information Science and Engineering Directorate. This interdisciplinary project integrates historical insights from geometric design principles used to craft classical stringed instruments during the Renaissance era with modern insights drawn from computer science principles. The project applies abstract mathematical concepts toward the making and designing of furniture, buildings, paintings, and instruments through a specific example: the making and designing of classical stringed instruments. The research can help instrument makers employ customized software to facilitate a comparison of historical designs that draws on both geometrical proofs and evidence from art history. The project's impacts include the potential to shift in fundamental ways not only how makers think about design and the process of making but also how computer scientists use foundational concepts from programming languages to inform the representation of physical objects. Furthermore, this project develops an alternate teaching method to help students understand mathematics in creative ways and offers specific guidance to current luthiers in areas such as designing the physical structure of a stringed instrument to improve acoustical effect.

The project develops a domain-specific functional programming language based on straight-edge and compass constructions and applies it in three complementary directions. The first direction develops software tools (compilers) to inform the construction of classical stringed instruments based on geometric design principles applied during the Renaissance era. The second direction develops an analytical and computational understanding of the art history of these instruments and explores extensions to other maker domains. The third direction uses this domain-specific language to design an educational software tool. The tool uses a calculative and constructive method to teach Euclidean geometry at the pre-college level and complements the traditional algebraic, proof-based teaching method. The representation of instrument forms by high-level programming abstractions also facilitates their manufacture, with particular focus on the arching of the front and back carved plates --- of considerable acoustic significance --- through the use of computer numerically controlled (CNC) methods. The project's novelties include the domain-specific language itself, which is a programmable form of synthetic geometry, largely without numbers; its application within the contemporary process of violin making and in other maker domains; its use as a foundation for a computational art history, providing analytical insights into the evolution of classical stringed instrument design and its related material culture; and as a constructional, computational approach to teaching geometry.

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: Harry Mairson
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. The goal of this project is to make 21st century quantum science comprehensible and engaging to non-expert informal adult learners. This project has strong potential to add new knowledge about the public's perception and understanding of quantum physics. This scientific content is often difficult for informal audiences to grasp, and there are relatively few accessible learning resources for a non- professional audience. The development of this online, interactive resource with short animations, graphics, and simulations has strong potential to fill this gap. It will develop a visually driven online resource to engage non-expert audiences in understanding the basics of quantum physics. The web design will be modular, incorporating many multimedia elements and the structure will be flexible allowing for future expansion. All content would be freely available for educational use. There is potential for extensive reach and use of the resources by informal adult learners online as well as learners in museums, science centers, and schools. Project partners are the Joint Quantum Institute at the University of Maryland and the National Institute of Standards and Technology, College Park. An independent evaluation of the project will add new knowledge about informal learners' perceptions and/or knowledge about quantum science and technology. An initial needs assessment via focus groups with the general public will be designed to find out more about what they already know about quantum physics topics and terminology, as well as what they want to know and what formats they prefer (games, simulations, podcasts, etc.). In person user testing will be used with early versions of the project online resource using a structured think-aloud protocol. Later in year 1 and 2, online focus groups with the general public will be conducted to learn what they find engaging and what they learned from the content. Iterative feedback from participants during the formative stage will guide the development of the content and format of the online resources. The Summative Evaluation will gather data using a retrospective post-survey embedded with a pop-up link on the Atlas followed by interviews with a subset of online users. Google Analytics will be used to determine the breadth and depth of their online navigation, what resources they download, and what websites they visit afterward. A post-only survey of undergraduate and graduate students who participated in resource development will focus on changes in students' confidence around their science communication skills and level of quantum physics understanding.
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TEAM MEMBERS: Emily Edwards Curtis Suplee
resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource project Media and Technology
People of color who live in low income, urban communities experience lower levels of educational attainment than whites and continue to be underrepresented in science at all educational and professional levels. It is widely accepted that this underrepresentation in science is related, not only to processes of historical exclusion and racism, but to how science is commonly taught and that investigating authentic, relevant science questions can improve engagement and learning of underrepresented students. Approaching science in these ways, however, requires new teaching practices, including ways of relating cross-culturally. In addition to inequity in science and broader educational outcomes, people of color from low income, urban communities experience high rates of certain health problems that can be directly or indirectly linked to mosquitoes. Recognizing that undertaking public health research and preventative outreach efforts in these communities is challenging, there is a critical need for an innovative approach that leverages local youth resources for epidemiological inquiry and education. Such an approach would motivate the pursuit of science among historically-excluded youth while, additionally, involving pre-service, in-service, and informal educators in joint participatory inquiry structured around opportunities to learn and practice authentic, ambitious science teaching and learning.

Our long-term goal is to interrupt the reproduction of educational and health disparities in a low-income, urban context and to support historically-excluded youth in their trajectories toward science. This will be accomplished through the overall objective of this project to promote authentic science, ambitious teaching, and an orientation to science pursuits among elementary students participating in a university-school-community partnership promise program, through inquiry focused on mosquitoes and human health. The following specific aims will be pursued in support of the objective:

1. Historically-excluded youth will develop authentic science knowledge, skills, and dispositions, as well as curiosity, interest, and positive identification with science, and motivation for continued science study by participating in a scientific community and engaging in the activities and discourses of the discipline. Teams of students and educators will engage in community-based participatory research aimed at assessing and responding to health and well-being issues that are linked to mosquitoes in urban, low-income communities. In addition, the study of mosquitoes will engage student curiosity and interest, enhance their positive identification with science, and motivate their continued study.

2. Informal and formal science educators will demonstrate competence in authentic and ambitious science teaching and model an affirming orientation toward cultural diversity in science. Pre-service, in-service, and informal educators will participate in courses and summer institutes where they will be exposed to ambitious teaching practices and gain proficiency, through reflective processes such as video study, in adapting traditional science curricula to authentic science goals that meet the needs of historically excluded youth.

3. Residents in the community will display more accurate understandings and transformed practices with respect to mosquitoes in the urban ecosystem in service of enhanced health and well-being. Residents will learn from an array of youth-produced, culturally responsive educational materials that will be part of an ongoing outreach and prevention campaign to raise community awareness of the interplay between humans and mosquitoes.

These outcomes are expected to have an important positive impact because they have potential for improving both immediate and long-term educational and health outcomes of youth and other residents in a low-income, urban community.
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TEAM MEMBERS: Katherine Richardson Bruna Lyric Colleen Bartholomay
resource project Media and Technology
Recruiting more research scientists from rural Appalachia is essential for reducing the critical public health disparities found in this region. As a designated medically underserved area, the people of Appalachia endure limited access to healthcare and accompanying public health education, and exhibit higher disease incidences and shorter lifespans than the conventional U.S. population (Pollard & Jacobsen, 2013). These health concerns, coupled with the fact that rural Appalachian adults are less likely to trust people from outside their communities, highlights the need for rural Appalachian youth to enter the biomedical, behavioral, and clinical research workforce. However, doing so requires not only the specific desire to pursue a science, technology, engineering, math, or medical science (STEMM) related degree, it also requires the more general desire to pursue post-secondary education at all. This is clearly not occurring in Tennessee’s rural Appalachian regions where nearly 75% of adults realize educational achievements only up to the high school level. Although a great deal of research and intervention has been done to increase students’ interest in STEMM disciplines, very little research has considered the unique barriers to higher education experienced by rural Appalachian youth. A critical gap in past interventions research is the failure to address these key pieces of the puzzle: combatting real and perceived barriers to higher education and STEMM pursuits in order to increase self-efficacy for, belief in the value of, and interest in pursuing an undergraduate degree. Such barriers are especially salient for rural Appalachian youth.
Our long-range goal is to increase the diversity of biomedical, clinical and behavioral research scientists by developing interventions that both reduce barriers to higher education and increase interest in pipeline STEMM majors among rural Appalachian high school students. Our objective in this application is to determine the extent to which a multifaceted intervention strategy combining interventions to address the barriers to and supports for higher education with interventions to increase interest in STEMM fields leads to increased intentions to pursue an undergraduate STEMM degree. Our hypothesis is that students who experience such interventions will show increases in important intrapersonal social-cognitive factors and in their intentions to pursue a postsecondary degree than students not exposed to such interventions. Based on the low numbers of students from this region who pursue post-secondary education and the research demonstrating the unique barriers faced by this and similar populations (Gibbons & Borders, 2010), we believe it is necessary to reduce perceived barriers to college-going in addition to helping students explore STEMM career options. In other words, it is not enough to simply offer immersive and hands-on research and exploratory career experiences to rural Appalachian youth; they need targeted interventions to help them understand college life, navigate financial planning for college, strategize ways to succeed in college, and interact with college-educated role models. Only this combination of general college-going and specific STEMM-field information can overcome the barriers faced by this population. Therefore, our specific aims are:

Specific Aim 1: Understand the role of barriers to and support for higher education in Appalachian high school students’ interest in pursuing STEMM-related undergraduate degrees. We will compare outcomes for students who participate in our interventions, designed to proactively reduce general college-going barriers while increasing support systems, to outcomes for students from closely matched schools who do not participate in these interventions to determine the extent to which such low-cost interventions, which can reach large numbers of students, are effective in increasing rural Appalachian youth’s intent to pursue STEMM-related undergraduate degrees.

Specific Aim 2: Develop sustainable interventions that decrease barriers to and increase support for higher education and that increase STEMM-related self-efficacy and interest. Throughout our project, we will integrate training for teachers and school counselors, nurture lasting community partnerships, and develop a website with comprehensive training modules to allow the schools to continue implementing the major features of the interventions long after funding ends.

This research is innovative because it is among the first to recognize the unique needs of this region by directly addressing barriers to and supports for higher education and integrating such barriers-focused interventions with more typical STEMM-focused interventions. Our model provides opportunities to assess college-going and STEMM-specific self-efficacy, outcome expectations, and barriers/supports, giving us a true understanding of how to best serve this group. Ultimately, this project will allow future researchers to understand the complex balance of services needed to increase the number of rural Appalachians entering the biomedical, behavioral, and clinical research science workforce.
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TEAM MEMBERS: Melinda Miller Gibbons Erin Hardin
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
resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
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TEAM MEMBERS: Katie Davis