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resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
The lack of diversity in the clinician-scientist workforce is a “very serious concern to the NIH” and to health care professions. Current efforts to broaden participation in STEM fields typically target high school and college-age students. Yet, history and national trends suggest that these efforts alone will not result in rapid or significant change because racial and ethnic disparities are already evident by this time. Children are forming career preferences as early as elementary school, a time when they have little exposure to science and STEM career options. The overall vision of this team is to meet the nation’s workforce goal of developing a diverse, clinician-scientist workforce while meeting the nation’s STEM goals. As a step toward this vision, the goal of This Is How We “Role” is to inspire elementary school students towards careers as clinician-scientists by increasing the number of K-4 students with authentic STEM experiences.

This goal will be attained through two specific aims. The focus of Aim 1 is to distribute and evaluate a K-4 afterschool program across the diverse geographic regions of the US, to support the development of a robust and diverse clinician-scientist workforce. Aim 2 is focused on developing the community resources (afterschool program curriculum, informational books and online certificate program) for promoting health science literacy and encouraging careers in biomedical and clinical research for K-4 students from underserved and underrepresented communities. Combined, these aims will enhance opportunities for young children from underserved communities to have authentic STEM experiences by providing culturally responsive, afterschool educational programs which will be delivered by university student and clinician-scientist role models who are diverse in gender, race, and ethnicity.

Books and an online certificate program about health issues impacting people and their animals (i.e. diabetes, tooth decay) will be developed and distributed to children unable to attend afterschool programs. Further, by engaging veterinary programs and students from across the US, along with practicing veterinarians, this program will examine whether the approaches and curriculum developed are effective across the diverse communities and geographic regions that span the country. Elementary school teachers will serve as consultants to ensure that educational materials are consistent with Next Generation Science Standards, and will assist in training university students and clinician-scientists to better communicate the societal impact of their work to the public.

The program will continue to use the successful model of engaging elementary school students in STEM activities by using examples of health conditions that impact both people and their animals. Ultimately, this project will educate, improve the health of, and attract a diverse pool of elementary school students, particularly those from underserved communities, to careers as clinician-scientists.
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TEAM MEMBERS: Sandra San Miguel
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 resources for use in a variety of settings. This research project leverages ongoing longitudinal research to investigate whether, and if so how, youth from ages 10 to 15 in a diverse, under-resourced urban community become interested and engaged in STEM. The project addresses a global issue; fewer youth choose to major in scientific fields or take science coursework at high school or university levels. These declining numbers result in fewer STEM professionals and fewer scientifically literate citizens who are able to function successfully in an increasingly scientific and technological society. These declines are observed for youth as a whole, but are most pronounced for girls and particular non-white ethnic minorities. Data collected from youth in this community of study, including non-white ethnic minorities, mirrors this decline. NSF funding will support a five-year systematic and systemic process in which project researchers work collaboratively with existing informal and formal educational partners (e.g., museums, libraries, afterschool providers, schools) to develop sets of customized, connected, and coordinated learning interventions, in and out of school, for youth with different backgrounds, needs, and interests, all with the goal of averting or dampening this decline of STEM interest and participation during early adolescence. In addition to new research and community STEM networks, this project will result in a Community Toolkit that includes research instruments and documentation of network-building strategies for use by other researchers and practitioners nationally and internationally. This mixed methods exploratory study has two distinct but interrelated populations - youth and educators from across informal and formal institutions. To develop a clearer understanding of the factors that influence youths' STEM interest development over time, particularly among three youth STEM Interest Profiles identified in a secondary analysis (1-Dislike Math, 2-Like all STEM, 3-Dislike all STEM), the design combines surveys with in-depth interviews and observations. To study educators and institutions, researchers will combine interviews, focus groups, and observations to better understand factors that influence community-wide, data-driven approaches to supporting youth interest development. Research will be conducted in three phases with the goal of community-level change in youth STEM interest and participation. In Phase 1 (Years 1 & 2) four educational partners will develop interventions for a 6th and 7th grade youth cohort that will be iteratively refined through a design-based approach. Educational partners and researchers will meet to review and discuss interest and participation data and use these data to select content, as well as plan activities and strategies within their programs (using a simplified form of conjecture mapping). By Phase 2 (Years 3 & 4) four additional partners will be included, more closely modeling the complex system of the community. With support from researchers support and existing partners, new educational partners will similarly review and discuss data, using these to select content, as well as plan activities consistent with program goals and strategies. Additional interventions will be implemented by the new partners and further assessed and refined with a new 6th and 7th grade cohort, along with the existing interventions of the first four partners. In Phase 3 (Year 5) data will be collected on pre-post community-level changes in STEM interest and participation and the perceived effectiveness of this approach for youth. These data will inform future studies.
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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