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resource project Media and Technology
The Discovery Research K-12 program (DR-K12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. This project scales up the PBS NewsHour Student Reporting Labs (SRL), a model that trains teens to produce video reports on important STEM issues from a youth perspective. Participating schools receive a SRL journalism and digital media literacy curriculum, a mentor for students from a local PBS affiliate, professional development for educators, and support from the PBS NewsHour team. The production of news stories and student-oriented instruction in the classroom are designed to increase student learning of STEM content through student-centered inquiry and reflections on metacognition. Students will develop a deep understanding of the material to choose the best strategy to teach or tell the STEM story to others through digital media. Over the 4 years of the project, the model will be expanded from the current 70 schools to 150 in 40 states targeting schools with high populations of underrepresented youth. New components will be added to the model including STEM professional mentors and a social media and media analytics component. Project partners include local PBS stations, Project Lead the Way, and Share My Lesson educators.

The research study conducted by New Knowledge, LLC will add new knowledge about the growing field of youth science journalism and digital media. Front-end evaluation will assess students' understanding of contemporary STEM issues by deploying a web-based survey to crowd-source youth reactions, interest, questions, and thoughts about current science issues. A subset of questions will explore students' tendencies to pass newly-acquired information to members of the larger social networks. Formative evaluation will include qualitative and quantitative studies of multiple stakeholders at the Student Reporting Labs to refine the implementation of the program. Summative evaluation will track learning outcomes/changes such as: How does student reporting on STEM news increase their STEM literacy competencies? How does it affect their interest in STEM careers? Which strategies are most effective with underrepresented students? How do youth communicate with each other about science content, informing news media best practices? The research team will use data from pre/post and post-delayed surveys taken by 1700 students in the STEM Student Reporting Labs and 1700 from control groups. In addition, interviews with teachers will assess the curriculum and impressions of student engagement.
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TEAM MEMBERS: Leah Clapman
resource project Media and Technology
The Space and Earth Informal STEM Education (SEISE) project, led by the Arizona State University with partners Science Museum of Minnesota, Museum of Science, Boston, and the University of California Berkeley’s Lawrence Hall of Science and Space Sciences Laboratory, is raising the capacity of museums and informal science educators to engage the public in Heliophysics, Earth Science, Planetary Science, and Astrophysics, and their social dimensions through the National Informal STEM Education Network (NISE Net). SEISE will also partner on a network-to-network basis with other existing coalitions and professional associations dedicated to informal and lifelong STEM learning, including the Afterschool Alliance, National Girls Collaborative Project, NASA Museum Alliance, STAR_Net, and members of the Association of Children’s Museums and Association of Science-Technology Centers. The goals for this project include engaging multiple and diverse public audiences in STEM, improving the knowledge and skills of informal educators, and encouraging local partnerships.

In collaboration with the NASA Science Mission Directorate (SMD), SEISE is leveraging NASA subject matter experts (SMEs), SMD assets and data, and existing educational products and online portals to create compelling learning experiences that will be widely use to share the story, science, and adventure of NASA’s scientific explorations of planet Earth, our solar system, and the universe beyond. Collaborative goals include enabling STEM education, improving U.S. scientific literacy, advancing national educational goals, and leveraging science activities through partnerships. Efforts will focus on providing opportunities for learners explore and build skills in the core science and engineering content, skills, and processes related to Earth and space sciences. SEISE is creating hands-on activity toolkits (250-350 toolkits per year over four years), small footprint exhibitions (50 identical copies), and professional development opportunities (including online workshops).

Evaluation for the project will include front-end and formative data to inform the development of products and help with project decision gates, as well as summative data that will allow stakeholders to understand the project’s reach and outcomes.
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resource project Professional Development, Conferences, and Networks
The goal of Women in Cognitive Science is to improve the visibility of women scientists by fostering an environment that welcomes and nurtures young women scholars, to contribute to the professional development of scholars throughout their career, and to facilitate creation of a network that will provide contacts and connections to other women in science. Several workshops are designed for women in cognitive science, especially women in the early stages of their academic career. The workshops focus on negotiation techniques to create opportunities and optimize mechanisms to sustain research visibility and productivity. A second focus is on grant application writing for predoctoral, postdoctoral, and early career scientists. Workshops will take place at meetings of the Psychonomic Society, the Cognitive Science Society, and the Association for Psychological Sciences. The workshops will take the form of a public forum with invited speaker-panelists to initiate discussion about best practices for the professional advancement of women in cognitive science at the individual and institutional level. By partnering with these established societies, the workshops will maximize the outreach potential to a group that continues to be underrepresented in senior academic positions in the cognitive sciences.
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TEAM MEMBERS: Mary Peterson Diane Beck Karen Schloss
resource project Exhibitions
In March of 2016, a total solar eclipse occurred in the southwestern pacific; and in August of 2017, a total solar eclipse occurred across a broad swath of the United States. The Exploratorium launched a 2.5
year public education program—Navigating the
 Path of Totality—that used these two
 total solar eclipses as platforms for
 sparking public engagement and learning 
about the Sun, heliophysics, and the STEM
 content related to both. These sequential
 eclipses provided an unprecedented
 opportunity to build and scaffold public
 engagement and education. Our strategy was to 
start the public engagement process with the 
2016 eclipse, nurture that engagement with
 resources, activities and outreach during the 17
 months between the eclipses, so that audiences (especially in the U.S., where totality was visible in multiple areas across the country) would be excited, actively interested, and prepared for deeper engagement during the 2017 eclipse. For the August 2017 eclipse, the Exploratorium produced live telescope and program feeds from Madras, OR and Casper, WY. The Exploratorium worked with NASA to leverage what was a once-in-a-lifetime experience for millions to bring heliophysics information and research to students, educators, and the public at large through a variety of learning experiences and platforms.

The core of this project was live broadcasts/webcasts of each eclipse. To accomplish these objectives, the Exploratorium produced and disseminate live feeds of telescope-only images (no commentary) of each eclipse originating them from remote locations; produce and disseminate from the field live hosted broadcasts/webcasts of each eclipse using these telescope images; design and launch websites, apps, videos, educator resources, and shareable online materials for each eclipse; design and deliver eclipse themed video installations for our Webcast studio and Observatory gallery in the months that lead up to each eclipse and a public program during each eclipse; and conduct a formative and summative evaluation of the project. 


These broadcasts/webcasts and pre-produced videos provide the backbone upon which complementary educational resources and activities can be built and delivered. Programs and videos were produced in English and Spanish languages. As a freely available resource, the broadcasts/webcasts also provide the baseline content for hundreds if not thousands of educational efforts provided by other science-rich institutions, schools, community-based organizations, and venues. Platforms such as NASA TV and NASA website, broadcast and online media outlets such as ABC, NBC, CBS, CNN, MSNBC and PBS, as well as hundreds of science institutions and thousands of classrooms streamed the Exploratorium eclipse broadcasts as part of their own educational programming, reaching 63M people. These live broadcasts were relied upon educational infrastructure during total solar eclipses for institutions and individuals on the path and off the path alike.
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TEAM MEMBERS: Robert Semper Robyn Higdon Nicole Minor
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
Video has become a key tool for scientific communication because it increases the outreach and impact of projects, furthers scientific research within and across fields of study, and offers an accessible medium to engage the public in the understanding of science. This project supports the expansion of an interactive, online STEM Videohall where hundreds of NSF-funded researchers share their work through brief video narratives and interactive discussion. While the Videohall is accessible year-round, periodic annual Showcase events are used to drive visitors to the site where they can engage with one another, the project investigators and trained facilitators. The Videohall is a multiplier of NSF's investments in individual projects because it allows STEM education researchers to become aware of, and learn from, related work that is funded across NSF programs and directorates, and other federal agencies. In 3-minute video narratives, investigators share ideas, resources, data, evidence of impact, strategies and challenges. The Videohall platform supports open access and is designed to foster communication in ways that scale beyond traditional formats such as academic conferences. Moreover, because the online STEM Videohall is open to the public, it allows STEM investigators to share their work with multiple stakeholder communities including K-12 educators and school leaders, informal educators and community organizations, the STEM industry, education policy makers and families. Finally, because each video narrative is accompanied by a facilitated online discussion thread, investigators have a unique and valuable mechanism for receiving feedback from these various stakeholder communities. The STEM Videohall project is funded by the Discovery Research K-12 program (DRK-12), which seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools. Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects.

This project brings together seven NSF-funded resource centers who work with their respective communities to encourage Principal Investigators to share video narratives of their work through annual NSF STEM Showcase events. Each annual Showcase event presents videos created by 150-230 projects; many of the projects are affiliated with one of the seven resource centers, but others are from projects across NSF directorates and beyond. During a one-week period, Principal Investigators, their project staff, as well as the public at large, are invited to engage in interactive discourse, providing queries, comments, and feedback. Participants also vote for favorite presentations through "Presenters' Choice," "Public Choice," and "Facilitators' Choice," processes. This participant voting system serves to increase engagement and enhances outreach of the event through social media. After the one-week Showcase event concludes, all of the videos along with the related discourse remain available to the public online, who continue to access the Showcase throughout the year. Based on prior pilot work, it is estimated that over the course of a year, over 30,000 visitors, from over 150 countries, will engage with each annual Showcase. Videos from annual showcase events will be shared, reused, and repurposed to create new products with new constituencies. The project includes technical development efforts to iteratively improve its interactive platform, outreach efforts before each annual Showcase event, facilitation of the week-long event, and intensive dissemination efforts. A research component examines the extent of participation on various constituencies, the benefit of participation to projects, and the success of the events in terms of dissemination nationally and internationally.
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resource project Public Programs
This longitudinal research study will contribute to a broader understanding of the pathways of STEM-interested high school students from underrepresented groups who plan to pursue or complete science studies in their post-high school endeavors. The project will investigate the ways that formative authentic science experiences may support youth's persistence in STEM. The study focuses on approximately 900 urban youth who are high interest, high potential STEM students who participate in, or are alumni of, the Science Research Mentoring Program. This program provides intensive mentoring for high school youth from groups underrepresented in STEM careers. It takes place at 17 sites around New York City, including American Museum of Natural History, which is the original program site. Identifying key supports and obstacles in the pathways of high-interest, under-represented youth towards STEM careers can help practitioners design more inclusive and equitable STEM learning experiences and supports. In this way, the project will capitalize on student interest so that students with potential continue to persist.

In order to understand better the factors that influence these students, this research combines longitudinal social network and survey data with interviews and case studies, as well as an analysis of matched student data from New York City Public Schools' records. The research questions in the study are a) how do youths' social networks develop through their participation in scientists' communities of practice? b) what is the relationship between features of the communities of practice and youths' social networks, measures of academic achievement, and youths' pursuit of a STEM major? and c) what are the variations in youth pathways in relationship to learner characteristics, composition of social networks, and features of the community of practice? The research design allows for a rich, layered perspective of student pathways. In particular, by employing social network analysis, this study will reveal relational features of persistence that may be particularly critical for underrepresented youth, for whom STEM role models and cultural brokers provide an otherwise unavailable sense of belonging and identity in STEM. The study will also access a New York City Public Schools data set comprised of student-level records containing biographical and demographic variables, secondary and postsecondary course enrollment and grades, exam scores, persistence/graduation indicators, linked responses to post-secondary surveys, and post-education employment records and wages. These data enable examination of inter-relationships between in-school achievement and out-of-school STEM experiences through comparison of program participants to similar non-participant peers. This project is supported by NSF's EHR Core Research (ECR) program. The ECR program emphasizes fundamental STEM education research that generates foundational knowledge in the field.
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TEAM MEMBERS: Preeti Gupta
resource project Public Programs
The Growing Beyond Earth Project (GBE) is a STEM education program designed to have middle and high school students conduct botany experiments, designed in partnership with NASA researchers at Kennedy Space Center, that support NASA research on growing plants in space. GBE was initiated by Fairchild Tropical Botanic Garden in collaboration with NASA's Exploration Research and Technology Programs and Miami-Dade County Public School District. Project goals are to: (1) improve STEM instruction in schools by providing authentic research experiments that have real world implications through curricular activities that meet STEM education needs, comprehensive teacher training, summer-long internships and the development of replicable training modules; (2) increase and sustain youth and public engagement in STEM related fields; (3) better serve groups historically underrepresented in STEM fields; and (4) support current and future NASA research by identifying and testing new plant varieties for future growth in space. During the 2016-17 academic year, 131 school classrooms participated in the program. To date, students have tested 91 varieties of edible plants and produced more than 100,000 data points that have been shared with the researchers at KSC.
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TEAM MEMBERS: Carl Lewis Amy Padolf
resource project Informal/Formal Connections
This proposal was submitted in response to EHR Core Research (ECR) program announcement NSF 15-509. The ECR program of fundamental research in STEM education provides funding in critical research areas that are essential, broad and enduring. EHR seeks proposals that will help synthesize, build and/or expand research foundations in the following focal areas: STEM learning, STEM learning environments, STEM workforce development, and broadening participation in STEM. The ECR program is distinguished by its emphasis on the accumulation of robust evidence to inform efforts to (a) understand, (b) build theory to explain, and (c) suggest interventions (and innovations) to address persistent challenges in STEM interest, education, learning, and participation.

The study will investigate the processes that connect gestures and mathematics learning. Gestures are an important yet under-investigated aspect of mathematics teaching. They can influence students' memory and understanding of mathematical representations. The series of studies will examine students' learning of the concept of mathematical equivalence by testing instruction that incorporates commonly used verbal explanations and gestures. Mathematical equivalence includes understanding the meaning of the equal sign and determining if two expressions are equal. Second and third grade children will be participants. Of particular interest in the studies is the influence of gestures on preexisting knowledge of procedures, how gestures support learning beyond emphasizing information and direct learners' attention, and the creation of procedural knowledge.

The series of experimental studies will examine the mechanisms that connect gestures and procedural understanding of mathematical equivalence. The studies begin in the first phase with examining how gesture is connected to procedural knowledge of mathematical equivalence. Subsequent studies investigate how gesture functions as a mechanism for learning beyond emphasizing or directing attention to relevant information. Data collected will students' responses to equivalence problems and eye tracking data to follow whether students are looking from one side of the equal sign to the other. In the second phase of the work, the studies will examine how gesture has beneficial effects on learning more generally in mathematics. Working memory will be assessed in order to examine the role of gesture across different individuals. Fraction tasks will be used to examine the generalization of the previous results regarding gestures to other mathematics concepts.
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TEAM MEMBERS: Kimberly Fenn Susan Cook
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource project
This project will advance efforts of the innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by producing empirical findings and/or research tools that contribute to knowledge about which models and interventions with K-12 students and teachers are most likely to increase capacity in the STEM and STEM cognate intensive workforce of the future.

The project will build a path to further research on best practices for Native American youth education. It will enhance the existing Indigenous Arts and Sciences (IAS) project by addressing cultural perspectives of Native students and educators. The approach describes the need to include ecological relevance in STEM learning for Native American youth, with an integration of Western science with Native knowledge, process, and core values, which will give a positive impact on Native American youth's interest in and learning of science. The project will deliver a culturally relevant stewardship-based education model applying science to indigenous knowledge and community culture connections in collaboration with four tribal communities in Wisconsin. Informal science education will come through the Earth Partnership (EP) and will involve participants in habitat restoration and stewardship as a context for intergenerational science learning across age, discipline, culture and place. EP Indigenous Arts and Sciences (IAS) integrates Western science with Native knowledge, process, and core values including relationship, reciprocity, respect and responsibility.

The project will convene the expertise of elders and community members from Red Cliff, Bad River, Lac du Flambeau, and Ho-Chunk Nations with university social, physical, and life scientists to expand informal science learning incorporating ecological protection and restoration, citizen science, and cultural diversity. STEM learning and career pathways for underrepresented groups will occur in an informal and culturally relevant contexts becoming important for enhancing ecological and STEM literacy, efficacy and civic engagement. IAS will engage students, educators, elders, informal educators, natural resource professionals, and parents in community dialogues and relationship building, informal-formal professional development collaborations, and indigenized STEM learning experiences and mentoring for students in grades 8-12. The science content will be explored through technology-enhanced, project-based learning in real-life contexts integrating culture in classroom and informal settings. This project is based on a growing body of research on Indigenous wisdom that reconnects Native youth and the broader community with the environment. The project occurs broadly at the intersection of science learning, environmental justice, ecological restoration, tribal history, and culture at a crucial time of global climate and social change. IAS will use this project-based learning model to advance the knowledge of how and why indigenizing informal science learning through a collaborative effort including elders, families, youth, formal and informal educators will revitalize culture, community and education.
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TEAM MEMBERS: Cheryl Bauer-Armstrong Naomi Tillison Michelle Cloud Delores Gokee-Rindal Brian Gauthier
resource project Media and Technology
As part of an overall strategy to enhance learning within informal environments, the Innovations at the Nexus of Food, Energy, and Water Systems (INFEWS) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models poised to catalyze well-integrated interdisciplinary research and development efforts within informal contexts that transform scientific understanding of the food, energy, and water systems (FEWS) nexus in order to improve system function and management, address system stress, increase resilience, and ensure sustainability. This project addresses this aim by using systems thinking and interdisciplinary integration approaches to develop a novel immersive educational simulation game and associated materials designed to highlight the role and importance of corn-water-ethanol-beef (CWEB) systems in supporting the ever increasing demands for food, energy, and water in the United States. The focus on FEWS and sustainable energy aligns well with both the INFEWS program and the sizable sustainability-related projects in the AISL program portfolio. The development and broad dissemination of a multiuser game specific to CWEB systems are particularly innovative contributions and advance for both program portfolios and their requisite fields of study. An additional unique feature of the game is the embedding of varying degrees of economic principles and decision-making along with the nuisances of cultural context as salient variables that influence systems thinking. Of note, a team of computer science, management and engineering undergraduate students at the University of Nebraska - Lincoln will be responsible for the engineering, development, and deployment of the game as their university capstone projects. If successful, this game will have a significant reach and impact on youth in informal programs (i.e., 4-H clubs), high school teachers and students in agriculture vocational education courses, college students, and the public. The impact could extend well beyond Nebraska and the targeted Midwestern region. In conjunction with the game development, mixed-methods formative and summative evaluations will be conducted by an external evaluator. The formative evaluation of the game will focus on usability testing, interest and engagement with a select sample of youth at local 4-H clubs and youth day camps. Data will be collected from embedded in-game survey questionnaires, rating scales, observations and focus groups conducted with evaluation sample. These data and feedback will be used to inform the design and refinement of the game. The summative evaluation will focus on the overall impacts of the game. Changes in agricultural systems knowledge, attitudes toward agricultural systems, interest in pursuing careers in agricultural systems, and decision making will be aligned with the Nebraska State Science Standards and tracked using the National Agricultural Literacy Outcomes (NALOs) assessment, game analytics and pre/post-test measures administered to the evaluation study sample pre/post exposure to the game.
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TEAM MEMBERS: Jeyamkondan Subbiah Eric Thompson Deepak Keshwani Richard Koelsch David Rosenbaum