Skip to main content

Community Repository Search Results

resource project Media and Technology
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
DATE: -
TEAM MEMBERS: Heidi Ballard Alison Young Lila Higgins Lucy Robinson Christothea Herodotou Grant Miller
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.
DATE: -
TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
DATE: -
TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

This work 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.
DATE: -
TEAM MEMBERS: Michael Horn Brian Magerko Jason Freeman
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.
DATE: -
TEAM MEMBERS: Janet Beissinger Bonnie Saunders
resource project Media and Technology
Citizen science engages members of the public in science. It advances the progress of science by involving more people and embracing new ideas. Recent projects use software and apps to do science more efficiently. However, existing citizen science software and databases are ad hoc, non-interoperable, non-standardized, and isolated, resulting in data and software siloes that hamper scientific advancement. This project will develop new software and integrate existing software, apps, and data for citizen science - allowing expanded discovery, appraisal, exploration, visualization, analysis, and reuse of software and data. Over the three phases, the software of two platforms, CitSci.org and CyberTracker, will be integrated and new software will be built to integrate and share additional software and data. The project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects such as those that monitor disease outbreaks, collect biodiversity data, monitor street potholes, track climate change, and any number of other possible topics more possible, efficient, and impactful through shared software.

The project will develop a cyber-enabled Framework for Advancing Buildable and Reusable Infrastructures for Citizen Science (Cyber-FABRICS) to elevate the reach and complexity of citizen science while adding value by mobilizing well-documented data to advance scientific research, meta-analyses, and decision support. Over the three phases of the project, the software of two platforms, CitSci.org and CyberTracker, will be integrated by developing APIs and reusable software libraries for these and other platforms to use to integrate and share data and software. Using participatory design and agile methods over four years, the project will: (1) broaden the inclusivity, accessibility, and reach of citizen science; (2) elevate the value and rigor of citizen science software and data; (3) improve interoperability, usability, scalability and sustainability of citizen science software and data; and (4) mobilize data to allow cross-disciplinary research and meta-analyses. These outcomes benefit society by making citizen science projects and any number of other possible topics more possible, efficient, and impactful through shared software and data. Adoption of Cyber-FABRICS infrastructure, software, and services will allow anyone with an Internet or cellular connection, including those in remote, underserved, and international communities, to contribute to research and monitoring, either independently or as a team. This project is also being supported 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.
DATE: -
TEAM MEMBERS: Gregory Newman Louis Liebenberg Stacy Lynn Melinda Laituri
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
DATE: -
TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
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.
DATE: -
TEAM MEMBERS: Katherine Richardson Bruna Lyric Colleen Bartholomay
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.
DATE: -
TEAM MEMBERS: Sandra San Miguel
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.
DATE: -
TEAM MEMBERS: Melinda Miller Gibbons Erin Hardin
resource project Media and Technology
This project will research factors influencing the implementation of programs designed to increase diverse participation in informal science. The goal is to provide the informal science education field with information and tools that will help them design effective programs that more effectively engage a broad range of diverse audiences. The project has two major components. First, the project will research the implementation of a citizen science project, Celebrate Urban Birds (CUB), in major U.S. cities. Citizen science projects involve public volunteers in gathering scientifically valid data as part of ongoing research. Second, building on results of the research, the project will launch a website and learning community (called a Community of Practice or CoP) supporting informal science educators that are involved in designing and implementing informal science programs with an emphasis on engaging diverse participants. The project will be lead by the Cornell Lab of Ornithology (CLO), a leader in designing and researching citizen science projects, in collaboration with the Association of Science-Technology Centers (ASTC) and five science center members of ASTC, where the CUB program will be implemented and researched. The objective of the research is to better understand contextual factors and how they impact implementation even when accepted practices are followed. Such research is key not only to revealing accepted practices but also to understanding how projects are implemented in the face of concrete operational, cultural, economic, and demographic variables. The research will use a comparative case study approach, which is designed for studies requiring holistic, in-depth investigation. The development of the website and the CoP will be guided by a Network Improvement Strategy, a research-based approach to designing educational CoPs. The development of the CoP will involve the project stakeholders including the informal science organization practitioners, community organization representatives, CUB staff, ASTC staff, advisors and consultants. This strategy will allow the project team and pilot sites to leverage their diverse experiences and skill sets to improve practice; provide space for researchers and practitioners to work together as partners; and develop a nuanced set of strategies that can be implemented across a variety of organizational contexts.
DATE: -
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.
DATE: -
TEAM MEMBERS: Michael Horn