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The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. This 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. 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 project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Media and Technology
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. The project will derive a nationwide online coaching/mentoring program for out of school educators in rural settings. The program builds on a Noyce Foundation pilot project. The issue to be addressed is that educators in rural settings are challenged in a multitude of ways due to isolation. This project will try to find ways to alleviate some of the consequences of isolation through resource sharing, knowledge sharing, and unique techniques for communicating with students. Partners in this effort are the Maine Mathematics and Science Alliance, the National AfterSchool Association, Development Without Limits, and the Maine State Library.

By using widely-available technologies, this project will bring fully online instructional coaching in STEM to out-of-school educators who live too remotely to attend ongoing in-person workshops. The project team will achieve this by adapting a highly promising coaching program where groups of educators video-record their own work with youth, practice key skills, and meet regularly to discuss their work. The project will: (a) test technical challenges to achieve fully virtual implementation; (b) design and adapt a specific STEM-skill curriculum to align with different levels of need; (c) customize the model to work with rural librarians; and (d) integrate the work into existing state and national accreditation systems.
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TEAM MEMBERS: Sue Allen
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. This 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. 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.
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TEAM MEMBERS: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
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 Media and Technology
In 1999 The Ocean Project completed a comprehensive opinion research on public attitudes, perceptions, and knowledge of the ocean ever conducted. The research identified a broad vacuum in public understanding of the ocean; a fundamental issue of ocean literacy. To further increase effectiveness in building ocean literacy, this project updates and expands The Ocean Project's research to create a more highly detailed database of public awareness, knowledge, and attitudes about the ocean and the impact of climate change on the ocean. It develops recommendations to enable free-choice learning educators to improve the ocean and climate literacy of their visitors. The study includes a comprehensive review of existing literature, qualitative and quantitative research, analysis of the data, and publication and broad dissemination, including recommendations for programs and content that build ocean and climate literacy. The work done by The Ocean Project is helping the ocean education community better understand the motivations, psychology, and emotions behind segments of the public's attitudes toward the ocean. These data are essential as the institutions, agencies and organizations of the ocean community work together and independently to engage people, inform decision-makers, and enhance ocean and climate literacy throughout the Nation.
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TEAM MEMBERS: Bill Mott
resource project Media and Technology
The project will increase the effectiveness of informal science educators to promote public understanding of three complex topics that impact the ocean (oil spills, ocean acidification, and energy literacy) and encourage stewardship of ocean and coastal resources. This project will have a direct impact on 252 interpreters in and around Alaska, California, and Florida through 12 weeklong trainings. Groups of interpreters will develop, assemble and produce online training toolkits, all of which will be widely disseminated to the ISE community. Each toolkit will utilize NOAA multimedia content, data visualization products, literature, expertise and other relevant resources. Project participants--who interact with a diverse mix of local, regional, national and international visitors (including underserved local populations)--will provide enhanced training content for their colleagues through guide/interpreter training, a workshop, presentations at conferences, and online networks.
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TEAM MEMBERS: Laurie Morrow Cynthia Vernon Debbie Stone
resource evaluation Media and Technology
This final evaluation report shares findings from the summative evaluation study of the Connected Science Learning: Linking In-School and Out-of-School STEM Learning (CSL) journal as well as themes that emerged across the broader three-year evaluation study. The ongoing study was conducted by researchers at the Center for Research on Lifelong STEM Learning at Oregon State University in collaboration with the National Science Teachers Association (NSTA) and the Association of Science-Technology Centers (ASTC). The CSL journal was the result of an Early-concept Grant for Exploratory Research
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TEAM MEMBERS: Kelly Riedinger
resource evaluation Media and Technology
The National Science Teachers Association (NSTA) and the Association for Science-­Technology Centers (ASTC), with support from the National Science Foundation (NSF), has launched an initiative to develop and distribute two pilot issues of a new resource for STEM education practitioners in both formal and informal (out-­of-­school) settings. An aim of the new resource is to better connect practitioners across education settings and the research and knowledge base about STEM learning. David Heil & Associates, Inc. (DHA) is serving in a co-­PI role on the grant to provide NSTA and ASTC with
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TEAM MEMBERS: Kelly Riedinger
resource evaluation Media and Technology
This report details the formative evaluation study conducted through collaboration with the National Science Teachers Association (NSTA) and the Association of Science-Technology Centers (ASTC) to inform the iterative development and piloting of the Connected Science Learning: Connecting In-School and Out-of-School STEM Learning journal. The journal was the result of an Early Concept Grant for Exploratory Research (EAGER) project funded by the National Science Foundation (NSF) to develop, disseminate and evaluate a new resource for connecting STEM education practitioners across settings and to
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TEAM MEMBERS: Kelly Riedinger
resource evaluation Media and Technology
This is the final evaluation report for the Skynet Junior Scholars Project from the External Evaluator, David Beer.
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TEAM MEMBERS: Sue Ann Heatherly David Beer
resource research Media and Technology
SciGirls Strategies is a National Science Foundation–funded project led by Twin Cities PBS (TPT) in partnership with St. Catherine University, the National Girls Collaborative, and XSci (The Experiential Science Education Research Collaborative) at the University of Colorado Boulder’s Center for STEM Learning. This three-year initiative aims to increase the number of high school girls recruited to and retained in fields where females are traditionally underrepresented: technical science, engineering, technology, and math (STEM) pathways. We seek to accomplish this goal by providing career and
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TEAM MEMBERS: Rita Karl Bradley McLain Alicia Santiago
resource research Media and Technology
Informal learning opportunities are increasingly being recognized as important for youth participation in authentic experiences at the intersection of science, technology, engineering, and math (STEM) (Dorsen, Carlson, and Goodyear 2006). These experiences may involve specialized equipment and dedicated time for learners to gain familiarity with the relevant scientific and engineering practices (i.e., designing experiments on their own, struggling to make sense of data, learning from their own mistakes and the results of peers), which often go beyond the classroom. However, the educators who
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TEAM MEMBERS: Kathryn Williamson Sue Ann Heatherly Vivian Hoette Eva Erdosne Toth David Beer