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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 pilot and feasibility project addresses the needs of youth (ages 10-19) who are deaf or hard of hearing and use either English or American Sign Language as their preferred method of communication. The project will develop and study video stories from members of the STEM workforce who are deaf or hard of hearing. Youth will view these videos on the web at home or at an afterschool program. These stories will help the youth become aware of the range of STEM careers that are available and their potential to pursue and succeed in these occupations. One of the biggest challenges young persons who are deaf or hard of hearing face is not having role models who are members of the STEM workforce. Without these role models they are not aware of the possibility that they could work in these fields. Several studies indicate that seeing other people with disabilities having success in STEM boosts self-confidence. Exposure to deaf role models allows deaf student to identify with successful deaf people and consequently believe they themselves could accomplish goals they previously thought out of their reach. Project collaborators include Gallaudet University Regional Center, Northeast Deaf & Hard of Hearing Service, Boys & Girls Club of Lynn, MA, and Bridge Multimedia.

The project will advance knowledge in the field of deaf education in informal settings. The research questions are: 1) How do adolescents who are deaf or hard of hearing integrate and use digital versions of firsthand stories from members of the STEM workforce? 2) How do parents and club leaders make use of the stories? 3) What kind of outcomes are made possible by using the stories such as interest in STEM careers 4) What modifications and additional would improve the stories to make them more useful and effective? 5) What dissemination strategies would maximize story use? The project will do a formative evaluation of the pilot videos using a sample of 30 family groups and 10 boys? and girls? participants. Families will meet with researchers at one of the collaborating institutions (Gallaudet University Regional Center East, Northeast Deaf & Hard of Hearing Service or TERC) depending on where they live. The researcher will work with one family or adolescent at a time. They will view the videos on a computer while the researchers observe and record data. After viewing the videos, researchers will ask them questions about what they learned, what might be added, changed, or improved. They will be asked to look at the videos later on their home computers and do things such as select a STEM career for further research. Additional data collection will involve completing a post-use online survey for adolescents and their parents.

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: Judy Vesel
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 research, approaches, and resources for use in a variety of settings.

Making, which supports interest-driven skill-development and learning, has been recognized as having the potential to engage underserved youth in STEM. Makerspaces are community spaces that allow participants to create items using tools, such as 3-D printers, computer-aided design, and digital fabrication technologies. Makerspaces and making-related programs are often inaccessible, unaffordable, or simply not available to underserved youth. Digital Harbor will partner with recreation centers, two in Pittsburgh and two in Baltimore, to research, refine and implement an equity-based approach to making that will engage underserved youth aged 12-16 in making. The project will prepare out-of-school time (OST) educators to collaboratively develop culturally sensitive curricula with underserved youth to engage them in maker-based technology and computer science experiences. The project will (1) design a professional development program that will prepare and support local educators to collaboratively design and deliver localized, maker-based, STEM curricula; (2) research the impact of these programs on both educators' and youth's self-efficacy, creativity, and attitudes towards STEM; and (3) develop and evaluate an online Localization Toolkit that will prepare educators in makerspaces across the nation in using an equity-based approach to create localized content. The project will result in four new maker sites (two in Baltimore and two in Pittsburgh directly impact 4 sites (10 educators and 240 youth). The project will result several resources that will support the development and educational programs of other community sites. The resources will include the Localization Toolkit, Case Studies, Best Practices, and Research Study. The Localization Toolkit has the potential to strengthen infrastructure and capacity building in OST maker-based programs, as well as other informal and formal education programs using similar pedagogies and design principles.

The project will use a mixed-methods approach in researching the challenges and processes involved in establishing the four maker sites in Baltimore and Pittsburgh, the approaches and effectiveness of the professional development program on OST educators, and the impacts of the project of participation on the self-efficacy, creativity, and attitudes on participating youth and educators. The research study will apply several instruments and data collection sources to develop quantitative data, including youth attendance logs, the Upper Elementary and Middle/High School Student Attitudes toward STEM survey, a retrospective technology self-efficacy survey and pre-post surveys. In addition to project document review, the researchers will collect qualitative data through educator interviews, educator focus groups, and youth focus groups. Project research and resources will reach key audiences of learning scientists and OST educators through articles in peer-reviewed and practitioner journals, public events and professional conferences. These audiences will also be reached through the project website, which will share project resources. The project will reach OST sites across the country directly through dissemination partners, including the National Recreation and Parks Association, Association of Science and Technology Centers, and statewide out-of-school networks.

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: Foad Hamidi Andrew Coy
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

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: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Public Programs
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 project aims to understand ways to empower Latinx families (adult caregivers) to feel confident in their ability to support their middle school-aged girls in science and engineering activities. The project involves seven weeks of family programming around rockets or urban farming, as well as separate conversation groups for adult family members and girls. The project is relevant for several reasons: females and Latinx individuals are both underrepresented in science, technology, engineering, and math (STEM) coursework and careers; girls tend to lose interest in STEM by middle school age; and adult family members may have an impact on their children's attitudes and interests. The project partners with school districts and nonprofit organizations in Arizona and California.

This multidisciplinary project's priority is broadening participation, with a focus on increasing Latina girls' science and engineering interests through Family Project-Based Learning Activities, Conversation Groups, and a cultivated Community of Learners. It is based on the frameworks of Social Cognitive Career Theory and Community Cultural Wealth. The project aims to empower families (adult caregivers) to feel confident in their ability to support their daughters in science and engineering activities, which is often low especially among Latinx parents. The project will develop and evaluate two out-of-school enrichment methods for aiding families in encouraging and supporting their daughters in science: Family Problem-Based Learning Activities, which focus on rockets and urban farming, and Conversation Groups, which provide information and discussion for separate groups of parents and girls. A series of pilot studies will be conducted with 80 families to iteratively evaluate and improve the materials and procedure prior to the main study with 180 families, featuring a factorial design with a control group.

The materials developed and research findings may inform similar projects, especially those for students from culturally and linguistically diverse backgrounds and projects seeking to enhance the role of families in learning. The hypothesis guiding the project is that the greatest gains will be produced with the synergistic combination of enrichment methods. Another component that can potentially have broad impact is working to create environments where Community Cultural Wealth is recognized and enhanced through interactions of different families, creating Communities of Learners. This can inform projects that recognize the importance of community and/or that seek to use culture as an asset. The proposed study will engage three geographically distributed universities and several community partners. It will also provide university students and community leaders opportunities for work on instructional design, implementation, and research. The team will disseminate their findings and methods through multiple avenues to reach researchers, parents, leaders, curators, and educators in informal and K-12 settings.

This Research in Service to Practice 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: Katherine Short-Meyerson Peter Rillero Peter Meyerson Margarita Jimenez-Silva Christopher Edwards
resource project Public Programs
This three-year research and implementation project empowers middle school LatinX youth to employ their own assets and funds of knowledge to solve community problems through engineering. Only 7% of adults in the STEM job cluster are of Hispanic/Latino origin. There is a continuing need for filling engineering jobs in our current and future economy. This project will significantly broaden participation of LatinX youth in engineering activities at a critical point as they make career decisions. Design Squad Global LatinX expands on a tested model previously funded by NSF and shown to be successful. It will enable LatinX youth to view themselves as designers and engineers and to build from their strengths to expand their skills and participation in science and engineering. The project goals are to: 1) develop an innovative inclusive approach to informal engineering education for LatinX students that can broaden their engineering participation and that of other underrepresented groups, (2) to galvanize collaborations across diverse local, national, and international stakeholders to create a STEM learning ecosystem and (3) to advance knowledge about a STEM pedagogy that bridges personal-cultural identity and experience with engineering knowledge and skills. Project deliverables include a conceptual framework for a strength-based approach to engineering education for LatinX youth, a program model that is asset based, a collection of educational resources including a club guide for how to scaffold culturally responsive engineering challenge activities, an online training course for club leaders, and a mentoring strategy for university engineering students working with middle school youth. Project partners include the global education organization, iEARN, the Society of Women Engineers, and various University engineering programs.

The research study will employ an experimental study design to evaluate the impact on youth participating in the Design Squad LatinX programs. The key research questions are (1) Does participation increase students' positive perceptions of themselves and understanding of engineering and global perspectives? (2) To what extent do changes in understanding engineering vary by community (site) and by student characteristics (age, gender, ethnicity)? (3) Do educators and club leaders increase their positive perceptions of youths' funds of knowledge and their own understanding of engineering? and (4) Do university mentors increase their ability to lead informal engineering/STEM education with middle school youth? A sample from 72 local Design Squad LatinX clubs with an enrollment of 10-15 students will be drawn with half randomly assigned to the participant condition and half to the control condition. Methods used include pre and post surveys, implementation logs for checks on program implementation, site visits to carry out observations, focus groups with students and interviews with adult leaders. Data will be analyzed by estimating hierarchical linear models with observations. In addition, in-situ ethnographically-oriented observations as well as interviews at two sites will be used to develop qualitative case studies.

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: Mary Haggerty
resource project Informal/Formal Connections
There are several critical reasons to understand and support interest development in early childhood: (a) as a primary motivator of engagement and learning; (b) interest development in preschool predicts important learning outcomes and behaviors in early elementary school; and (c) early childhood interests motivate ongoing interest development. Thus, there is growing recognition that interest is not just important but fundamental to education and learning. Head Start on Engineering (HSE) is a multi-component, bilingual (Spanish/English), family-focused program designed to (1) foster long-term interest in the engineering design process for families with preschool children from low-income backgrounds and (2) support family development and kindergarten readiness goals. The HSE program, co-developed with the Head Start community, provides families with developmentally appropriate, story-based engineering design challenges for the home and then connects these to a system of strategically aligned Informal STEM Education (ISE) experiences and resources. This current project, HSE Systems, builds on a previous HSE Pathways project which (a) established that participating families develop persistent engineering-related interests; (b) highlighted the value that the Head Start community has for the program and partnership; and (c) generated a novel, systems perspective on early childhood interest development. The aim of HSE Systems is to develop and test a model of early childhood STEM engagement and advance knowledge of how the family as a system develops interest in STEM from preschool into kindergarten.

Through the Design Based Implementation Research (DBIR) process, the team will iteratively refine and improve the HSE program and theory of change using ongoing feedback and data from staff, families, and partners. It is also designed to explore program impacts on family interest development over a longer period, as children enter kindergarten. The DBIR work will focus primarily on the program model questions, while the case study research will focus on the family interest questions, with both strands informing each other. The initial work is organized around a series of feedback and design-testing cycles to gather input from families and other stakeholders, update the program components and activities in collaboration with families and staff, and prepare for full implementation. During the next phase, the team will implement the full program model with six Head Start classrooms and track family experiences and interest development into kindergarten. During final implementation phase, the team will finish data collection, conduct retrospective analysis with all the data, and update the program model and theory of change.

This project will directly address the AISL program goals by broadening access to early childhood informal STEM education for low-income communities, with a focus on Spanish-speaking families, and building long-term skills and learning dispositions to support STEM learning inside and outside of school. Beyond the topic of engineering, HSE supports Head Start school readiness and child and family development goals, which are the foundation of lifelong success.

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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resource project Professional Development, Conferences, and Networks
This project in the Advancing Informal STEM (Science, Technology, Engineering and Mathematics) Learning program's Innovations in Development track aims to build professional capacity in Informal Science Education (ISE) institutions for effective engagement of Latinx audiences. A collaboration between The Exploratorium and the Children's Discovery Museum (CDM) of San Jose, Cambio is a professional development project based on the premise that developing cultural competence specific to Latinx communities and STEM learning, together with organizational change capacity, will enable ISE institutions to improve their ability to be inclusive of Latinx communities, cultures, and audiences. Cambio's ultimate aim is to broaden participation in STEM by building the ISE field's capacity to effectively engage Latinxs in informal STEM learning. ISE institutions and other out-of-school programs and organizations have an important role to play in inspiring and preparing the next generation of Latinx STEM students, employees, and educators. Cambio participants will deepen their engagement with the research and practice relevant to this role and build an understanding of what broadening Latinx engagement can and should look like in their institutions. Working with expert instructors and coaches, and together as peers, Cambio participants will apply what they learn to real-world strategic initiatives they implement at their home institutions.

The heart of the Cambio project is the creation of a professional development (PD) model for ISE institutions and their staff that synthesizes: (a) current knowledge about strategies for Latinx engagement in informal STEM learning; (b) previous NSF-funded projects that leveraged that knowledge to chart a way forward for the field; and (c) CDM's Cultural Competence Learning Institute professional development program for building cultural competence, inclusion, and organizational change in museums. This synthesis will form a robust professional development platform that has the potential to create a field-wide shift in the way informal science institutions approach working with Latinx audiences. The Cambio professional development program will include: a new professional development framework and curriculum that will reach 54 practitioners in 15 institutions; the development and dissemination of professional development tools and resources for use by ISE practitioners; a Community of Practice focused on Latinx engagement in informal STEM learning; evidence of the efficacy of the Cambio PD model; and knowledge generated by formative and summative evaluation that will inform other ISE efforts focused on increasing the participation of Latinxs in STEM. A STEM focus will be woven throughout the professional development experience that focuses explicitly on areas of intersection between Latinx culture and identities and STEM. Practitioners will increase their expertise in designing experiences that will invoke emotional engagement, spark curiosity and excitement, in ways that explicitly value Latinx identities.

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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resource project Media and Technology
This project will research and develop the Circuit, a mobile phone and web-based application that will empower families and the general public to discover the broad spectrum of informal Science, Technology, Engineering and Mathematics (STEM) opportunities that exist in most communities. These informal STEM resources include science and children's museums, science and computer camps, maker spaces, afterschool programs, citizen science and much more. There is currently no "one-stop" searching for these resources. Instead, participants must conduct multiple, inefficient Internet searches to find the sought for STEM resources. The Circuit will enable users to efficiently search a rich informal STEM database, identifying resources by location, geography, age levels, science discipline, type of program and other factors. The Circuit builds on SciStarter, an existing online platform that connects thousands of prospective and active citizen scientists to citizen science projects. SciStarter has made possible the collection and organization of several thousand citizen science projects that would otherwise be scattered across the web. The Circuit will build on SciStarter's technical achievements in the citizen science sector, while systematically encompassing the offerings of established national networks. By integrating existing networks of informal STEM resources, the app will afford the public with unrivaled access to informal STEM opportunities, while collecting data that reveals patterns of engagement towards understanding factors of influence between different types of STEM experiences.

The app will provide researchers with new opportunities for researching how families and adults participate in the ecosystem of informal STEM resources in their communities. The Circuit will develop web tools to aggregate and organize digital content from trusted, currently siloed, informal STEM networks of content providers. These include science festivals, science and children's museums, the American Association for the Advancement of Science (AAAS), and Discover Magazine (3 million readers), the largest general interest science publication. Each content partner will feed the app with information directly or through their membership and encourage adoption of The Circuit within their respective communities. The project will design digital tools, including APIs (application program interfaces) to acquire and share digital content, embeddable tools to record and analyze data about movement, engagement, and persistence across domains, and social media tools and related APIs to distribute, track, and analyze content, engagement and demographics. (An API is a code that allows two software programs to communicate with each other.) The project will conduct small-scale, proof-of-conduct studies, to test the viability of the platform to support future, independent full-scale research. An analytics dashboard will be designed and tested with partners, researchers, and evaluators to ensure access to data on patterns of visits, clicks, referrals, searches, "joins," bookmarks, shares, contributions, user-locations, persistence, and more, within and across domains. Because each partner will feed their analytics into the shared dashboard, this will provide unprecedented and much-needed data to advance research in informal STEM learning. The Circuit will allow the tracking of patterns of engagement across networks and programs. Anonymized analytics of behavioral data from end users of The Circuit will support new approaches to advance evidence-based understanding of connected informal STEM learning by exhibiting engagement patterns across informal STEM domains. Through volunteer participation by the public, the Circuit will explore the geographic and demographic patterns of participants in the system, and derive important design lessons for its own and future efforts to create curated systems of connected learning across STEM education in informal settings.

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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resource project Media and Technology
Polar Literacy: A model for youth engagement and learning will foster public engagement with polar science. The project targets middle-school aged underserved youth and polar research scientists, with the goal to increase youth interest in and understanding of Polar Regions, and to hone researchers' science communication skills. The project will develop affordable and replicable ways of bringing polar education to informal learning environments, extend our understanding of how polar education initiatives can be delivered to youth with maximum effect, and design a professional development model to improve the capacity for Polar Region researchers to craft meaningful broader impact activities. Polar Literacy will create and test a model which combines direct participation by scientists in after-school settings, with the use of curated polar research data sets and data visualization tools to create participatory learning experiences for youth. Beyond the life of the project funding, many of the project deliverables (including kits, videos, and other resources) will continue to be used and disseminated online and in person through ongoing work of project collaborators.

Polar Literacy: A model for youth engagement and learning will advance the understanding of informal learning environments while leveraging the rich interdisciplinary resources from polar investments made by the National Science Foundation (NSF). The project's key audiences -- polar researchers, informal educators, and out-of-school time (OST) youth in grades 4-7 (ages 9-13) -- will connect through both place-based and internet-based experiences and work collaboratively to generate a flexible, scalable, and transferable education model. The project will 1) design OST kits and resource guides (focused on Polar Literacy Principles) and include "Concept in a Minute" videos designed to highlight enduring ideas, 2) provide professional development for informal educators, 3) synthesize a club model through adaptation of successful facets of existing informal learning programs, and 4) create Data Jam events for the OST Special Interest (SPIN) clubs and camp programs by modifying an existing formal education model. A research design, implemented at four nodes over three years, will answer three research questions to evaluate the impact of professional development on informal educators, as well as the impact of programs on youth, and the effectiveness of the model. In addition to the project team and collaborators who are informal education practitioners, an advisory board composed of experts in youth programming, informal education, and evaluation will guide the project to ensure that it advances the body of informal STEM learning research.

Polar Literacy is an Advancing Informal STEM Learning (AISL) Innovations in Development project in response to the Dear Colleague Letter: Support for Engaging Students and the Public in Polar Research (NSF 18-103). Polar Literacy 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 (Science, Technology, Engineering, Mathematics) learning in informal environments. This project has co-funding support from the Antarctic section of the Office of Polar Programs.

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: Janice McDonnell Oscar Schofield Charles Lichtenwalner Jason Cervenec
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. The project will develop and research, as a feasibility study, a series of art-inclusive, pop-up Science, Art, Technology, Engineering, and Mathematics (STEAM) makerspaces in a high-poverty, primarily rural county in Oklahoma. A makerspace is a collaborative work space inside a library, school or other community space for making, learning, exploring and sharing that uses high tech to low tech tools. The makerspaces will be temporary workshops that are developed through a community planning process that assesses the needs and interests of citizen stakeholders. Scientists, artists and other experts will work together with the community to design a series of thematic pop-up makerspace sessions. The project builds a collaborative infrastructure and capacity for small and rural communities by bringing together resource providers and experts to identify and design science-oriented challenges. Long-term benefits for participants include sustained focus on new approaches for civic engagement through STEAM-driven making which could foster new role identities pertaining to science and art. The project deliverables include: (1) a theoretically informed model to build a community's capacity to collaborate toward fostering civic engagement through science-oriented pop-up makerspaces, (2) Pop-Up STEAM Studio makerspaces, (3) training for pop-up facilitators, and (4) visual documentation panels and web-based digital stories to communicate progress and process.

Project research will enhance knowledge-building of the process of developing a science-oriented community challenge that embraces STEAM and making. A key contribution of the proposed project will be the generation of insights into how community members establish consensus around the joint goal of designing, documenting, and facilitating integrated art and science making activities to address and communicate the challenge. Research will focus on the roles participants take when engaging in the making process through an identity-based model of motivated action. Analysis of advisory board meeting artifacts and focus group data will allow the researchers to identify processes of negotiation and consensus building at the collective level and in relation to each issue to which the group attends. Emergent themes (such as negotiation, shared learning, idea or project revisions, diverse perspectives coming to consensus, etc.) will be examined across individual and group units of analysis, from all data sources, and through the congruent theoretical lenses of role identity theory and negotiated learning pedagogy. The research outcomes should inform efforts to build infrastructure and capacity of community resources by providing a model for developing collaborative pop-up makerspaces.

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: Sheri Vasinda Joanna Garner Stephanie Hathcock Rebecca Brienen
resource project Media and Technology
Familiarity with statistical and data literacy is important in many areas of modern life, but there is little research on how adults continue to build mathematical literacy beyond formal schooling. Mass media science news stories contain much data, assuming that adults will understand the content.This 4-year project will first map the landscape of adult statistical literacy in the US, particularly as it relates to news consumption. The second phase will build on results from the first phase through a longitudinal study. In the third phase, the project will develop a range of experiments to manipulate mathematical explainers embedded in STEM news stories and test techniques with adult audiences, with the goal of identifying the attributes and affordances that best improve confidence and competence in the underlying math principles and their meaning to news stories. in addition to the research, project components include 12 broadcast video and social media pieces each year that will form the basis for testing with audiences, a one-day symposium for professional science journalists, and a written best practice guide that summarizes key findings and implications for practitioners.

Critical research questions are: How do mathematical competence and confidence differ among different segments of the adult population? How can STEM journalists improve adult mathematical competence and confidence through their reporting techniques? Phase 1 of the research will be a landscape review of mathematical content in the news including a baseline study of adult statistical literacy. Phase 2 will be a longitudinal study with news audiences recruited to participate in a panel study. Phase 3 will be iterative testing of the digital content based on the findings from Phases 1 and 2 and will use both focus groups and online testing. External evaluation will be conducted by TERC including an evaluation of the symposium for professional journalists.

The broader impacts of this project are twofold: the science videos created will be broadcast and made available free to a national audience including those in rural areas; and the training of science journalists has the potential for multiple, long term impact by increasing their ability to communicate statistics meaningfully to their readers/viewers.

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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resource project Media and Technology
Families play a large role in igniting children's interest in science pathways, but they may not always have access to high-quality materials that demonstrate clear connections between science and their daily lives. This project will address this issue by developing high-interest materials that teach the science of food preparation to families with children ages 7-13. These materials include the following four components: (a) Food Labs, food-based investigations taking place in museums or in food service facilities; (b) take-home kits allowing families to conduct similar types of Food Labs at home; (c) a series of question starters called Promoting Interest and Engagement in Science (PIES) designed to facilitate meaningful family conversations around food preparation; and (d) a mobile app designed to deepen families' understandings of relevant science concepts and containing embedded measures of STEM learning. This project will advance knowledge regarding features of take-home materials that foster family science learning and ignite children's interest in science pathways.

This Innovations in Development Project will result in empirically-tested instructional materials that support families, with children ages 7-13, in conducting scientific investigations and holding scientific conversations related to food preparation. Kent State University, in partnership with The Cincinnati Museum Center and La Soupe, a food service provider for families who face food insecurity, will collaboratively develop and test the four interrelated sets of instructional materials mentioned above that are designed to deepen families' scientific content knowledge related to the chemistry of food preparation. To iteratively design and evaluate these materials, the team will conduct both laboratory and in-vivo experiments using a Solomon design with a pre- and post-demonstration survey. The survey will measure children's interest, knowledge, and engagement. For a month after interacting with instructional materials, families will document their science activity at home through the app. Additionally, through analyzing audio-recordings, the team will determine whether and how families ask questions using the PIES materials. Finally, post-demonstration interviews with participating families will focus on the usability and accessibility of the instructional materials. Quantitative and qualitative analyses of the pre-post surveys, interview transcripts, and audio-recordings will be used to improve the instructional materials, and the revised materials will be re-assessed using the same experimental methods and outcome measures. The final set of instructional materials will be developed and widely disseminated for easy use at other science museums, food service providers, and in families' homes. This project leverages partnerships to generate empirical knowledge on features of learning environments that support family science learning and engagement, resulting in empirically-based materials designed to broaden participation in science. 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.

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: Bradley Morris John Dunlosky Whitney Owens