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resource research Resource Centers and Networks
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Sheri Vasinda Stephanie Hathcocke Joanna Garner Elizabeth Murray
resource research Museum and Science Center Exhibits
We share a case study of a 10-year makerspace design process and identify key features for sustaining community–museum relationships over an extended period of work, which we call community-informed design
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resource research Public Programs
This paper attempts to reframe popular notions of “failure” as recently celebrated in the Maker Movement, Silicon Valley, and beyond. Building on Vossoughi et al.’s 2013 FabLearn publication describing how a focus on iterations/drafts can serve as an equity-oriented pedagogical move in afterschool tinkering contexts, we explore what it means for afterschool youth and educators to persist through unexpected challenges when using an iterative design process in their tinkering projects. More specifically, this paper describes: 1) how young women in a program geared toward increasing equitable
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TEAM MEMBERS: Jean Ryoo Nicole Bulalacao Linda Kekelis Emily McLeod Ben Henriquez
resource project Public Programs
In partnership with early childhood service providers and elementary school systems, the Children's Museum of the Lowcountry will expand the reach of its programming to share its hands-on, play-based approach to STEM education with targeted children and educators. The museum will create a Power of Play curriculum with lesson plans that reflect best practices and focus on play-based activities to teach STEM concepts tied to grade level and state standards. The museum will train and support 40 teachers and educators from ten Head Start/First Steps early childhood centers and ten Title I elementary schools, and provide them with free Pop Up Tinker Shop (a museum on wheels) outreach visits. The trainings will build teacher confidence, promote best practices for play-based learning, support a community of practice, and enhance young learners' engagement, fascination, and attitude towards STEM. The Power of Play Curriculum will be published as a bound resource and shared with other children's museums and service providers.
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TEAM MEMBERS: Starr Jordan
resource research Public Programs
Making as a term has gained attention in the educational field. It signals many different meanings to many different groups, yet is not clearly defined. This project’s researchers refer to making as a term that bears social and cultural impact but with a broader more sociocultural association than definitions that center making in STEM learning. Using the theoretical lenses of critical relationality and embodiment, our research team position curriculum as a set of locally situated activities that are culturally, linguistically, socially, and politically influenced. We argue that curriculum
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TEAM MEMBERS: Veronica Oguilve Wen Wen Em Bowen Yousra Abourehab Amanda Bermudez Elizabeth Gaxiola Jill Castek
resource research Public Programs
In Research + Practice Partnerships with 4 makerspaces in 2 cities, we pursue equity-oriented STEM-rich making with youth from historically underrepresented backgrounds, particularly BIPOC youth and youth in refugee & low-income communities, towards developing: a theory-based and data-driven framework for equitably consequential making a set of individual-level and program-level cases with exemplars of equitably consequential making (and the associated challenges) that can be used by researchers and practitioners for guiding the field an initial set of guiding principles (with
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TEAM MEMBERS: Angela Calabrese Barton Edna Tan Day Greenberg Melissa Perez Aerin Benavides Ti’Era Worsley
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. There are few empirical studies of sustained youth engagement in STEM-oriented making over time, how youth are supported in working towards more robust STEM related projects, on the outcomes of such making experiences among youth from historically marginalized communities, or on the design features of making experiences which support these goals. The project plans to conduct a set of research studies to develop: a theory-based and data-driven framework for equitably consequential making; a set of related individual-level and program-level cases with exemplars (and the associated challenges) that can be used by researchers and practitioners for guiding the field; and an initial set of guiding principles (with indicators) for identifying equitably consequential making in practice. The project will result in a framework for equitably consequential making with guiding principles for implementation that will contribute to the infrastructure for fostering increased opportunities to learn among all youth, especially those historically underrepresented in STEM.

Through research, the project seeks to build capacity among STEM-oriented maker practitioners, researchers and youth in the maker movement around equitably consequential making to expand the prevailing norms of making towards more transformative outcomes for youth. Project research will be guided by several questions. What do youth learn and do (in-the-moment and over time) in making spaces that work to support equity in making? What maker space design features support (or work against) youth in making in equitably consequential ways? What are the individual and community outcomes youth experience in STEM-making across settings and time scales? What are the most salient indicators of equitably consequential making, how do they take shape, how can these indicators be identified in practice? The project will research these questions using interview studies and critical longitudinal ethnography with embedded youth participatory case study methodologies. The research will be conducted in research-practice partnerships involving Michigan State University, the University of North Carolina at Greensboro and 4 local, STEM- and youth-oriented making spaces in Lansing and Greensboro that serve historically underrepresented groups in STEM, with a specific focus on youth from lower-income and African American backgrounds.
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resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Makerspaces and making-related programs are often inaccessible, unaffordable, or simply not available to underserved youth. This three-year, Innovations in Development project involves partnership with four Recreation Centers (two each in Baltimore and Pittsburgh) to (1) train educators in equity-oriented approaches to making, (2) create four learning hubs, (3) develop and test equity-based curricula in each space, and (4) establish a replicable Localization Toolkit for future implementation in other communities.
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TEAM MEMBERS: Andrew Coy Foad Hamidi
resource research Public Programs
Described by Wohlwend, Peppler, Keune and Thompson (2017) as “a range of activities that blend design and technology, including textile crafts, robotics, electronics, digital fabrication, mechanical repair or creation, tinkering with everyday appliances, digital storytelling, arts and crafts—in short, fabricating with new technologies to create almost anything” (p. 445), making can open new possibilities for applied, interdisciplinary learning in science, technology, engineering and mathematics (Martin, 2015), in ways that decenter and democratize access to ideas, and promote the construction
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TEAM MEMBERS: Jill Castek Michelle Schira Hagerman Rebecca Woodland
resource project Public Programs
A makerspace is a place where participants explore their own interests and learn by creating, tinkering, and inventing artifacts through the use of a rich variety of tools and materials. This project will develop and research a flexible model for makerspaces that can be adapted to local settings to support informal STEM learning for hospitalized, chronically ill patients in pediatric environments who are predominantly youth of color from low-income backgrounds. These youth are subject to health disparities and healthcare inequities. Their frequent absence from school and other activities disrupt friendship formations, reduce their opportunities for social support, reduce their access to environments where they can feel a sense of self-agency through learning and creative activities. Through patient centered co-design, this project will build adaptable STEM makerspace environments conducive to STEM-rich learning, the exercise of self-agency, and development of STEM identity. Project design will focus on the sensitive nature of working with vulnerable populations (i.e., immunocompromised patients). The project will develop and disseminate several resources: (1) a flexible makerspace model that can be adapted to work in different pediatric settings; (2) research methods for conducting research in highly sensitive environments with and alongside young patients; and (3) professional development resources and a playbook including guidebook and facilitators guide that will articulate principles and processes for designing, implementing and sustaining makerspaces in pediatric settings. These resources will be widely disseminated through maker and other informal STEM networks.

The project will pursue two innovations. First, the project will develop the physical design of adaptable informal STEM makerspaces in pediatric settings. Second, the project will develop innovative patient-centered methodologies for studying approaches to physical design and the effects of makerspace installations for informal STEM-learning, self-agency, and STEM identity development. Using a design-based research approach, the project will investigate: (1) the extent to which physical makerspace designs support access to material, relational, and ideational resources for STEM-learning and well-being; (2) the extent to which makerspace installations, researchers, and medical care staff support patients in accessing and generating tools and other resources for personal learning and a sense of agency; and (3) the extent to which makerspace design with a focus on affording material, relational, and ideational resources provide rich opportunities for young patients to explore their own interests and cultivate STEM identities. One of the project's innovations, beyond development of adaptable makerspace model involves developing an innovative patient-centered methodology for conducting educational research toward broadening participation in STEM in highly sensitive medical care environments. The project will employ a mixed-methods research design and collect a variety of data to address these areas of research including documentation of makerspace design plans and renderings, observational data gathered through fieldnotes, video and audio recordings, informal interviews with patients, their families, and child-care staff, and patient generated artifacts. Articles for researchers and practitioners will be submitted for publication to appropriate professional journals and peer-reviewed publications.

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 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: Gokul Krishnan Maria Olivares
resource project Public Programs
Makerspaces are learning environments that engage participants in authentic science and engineering practices, using hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. Recently there has been a rapid growth of makerspaces in schools and in informal places like museums, libraries, and community centers. However, many of these spaces are not accessible to all members of society. This project will produce a model for a STEM makerspace that focuses on increasing access. The model has four critical components that operate together: affordable housing, informal STEM learning, maker education, and multi-generational learning. This project will develop and study the community-based, multigenerational makerspace model for Bayview Towers, a 200-unit affordable housing complex in Connecticut. The Multi-Gen STEM Makerspaces project brings together CAST, a non-profit education research organization, the NHP Foundation/Operation Pathways, a national affordable housing provider, and the Boston University Social Learning Lab, which researches the social context for STEM learning. The project will produce a Multi-Gen Maker Playbook comprised of an educational guide for a series of four-week workshops around different themes and modes of making. The Playbook will also serve as a program model that guides similar communities on how to create and run sustainable and thriving maker programs of their own. Families in the Bayview Towers community will build an understanding of science, technology, engineering, and mathematics (STEM) concepts through participation in an onsite makerspace. Families will relate what they are doing through making to longer-term goals connected to STEM learning, education, and careers. The project will also enable the engagement of individuals in the co-design (individuals provide creative contributions) of making that can be translated into community structures and values that support a sustainable makerspace. The affordable housing context will provide understanding of individual and other social factors that impact learners' sense of STEM identity. The project will support mobility from poverty by including STEM learning as part of the resident services.

The research will examine how low income communities access, engage, and learn in makerspaces, and relate their learning to relevant goals. The team will use design-based research (DBR) whereby participants and researchers work together to design interventions intended to explore theory through cycles of enactment, analysis, and revision. The DBR research will answer the following questions:


In what ways, if any, does the model support residents experiencing STEM learning as consequential?
What kind of making goals do residents set and how do they embed STEM in these goals?
If residents experience STEM learning as consequential through the workshops, do they also see the relationship between their making goals and longer term goals?
Do those residents that use the makerspace more frequently experience more positive outcomes in terms of consequential STEM learning?
How do the various makerspace structures - training of facilitators, dedicated space and equipment, Playbook - support the model?
Are groups of residents participating regularly in the makerspace and if so, who is in these groups? Do these groups start to identify as a maker community? Is the community finding the makerspace of value?
In what ways does the organization and operations of the makerspace support building a sustainable model for multigenerational and consequential learning?


Participants will include 90 youth and 90 adults from the resident community at Bayview Towers. Research data to be collected includes open-ended response measures for scoring residents' interpretation, analysis and understanding of each workshop elements. Also, interview protocols will be used to guide the refinement of the Multi-Gen Maker Playbook features and analyze usability, feasibility, engagement and user experience of the Multi-Gen Maker Playbook within the platform. The program will use semi-structured interview protocols on participants' goals and STEM identity and focus group protocols on community maker values and makerspace structures. Additionally, a Likert-style survey on STEM identity will also be adapted from the Science Identity Scale. Project evaluation will examine the overall achievement of program goals and objectives. Project results will be communicated by traditional means of dissemination to scholars and practitioners. The team will also create targeted digital media, including online articles, podcast interviews, and blog posts, to reach a broader audience.


This Innovations in Development award 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.

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: Sam Catherine Johnston Kathleen Corriveau Jess Gropen Kim Ducharme Kenneth White
resource research Public Programs
Tinkering is an approach to learning increasingly adopted within informal learning settings to engage people with STEM learning (science, technology, engineering and mathematics). It builds on ideas in inquiry-based pedagogy and exploits some of the most engaging and motivational elements of learner-centered, immersive and hands-on learning approaches to develop 21st century skills such as critical thinking, creativity, collaboration, problem solving, communication, responsibility, self-confidence, digital literacy and entrepreneurship. In a Tinkering activity, the learner is presented with
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TEAM MEMBERS: Emily Harris Mark Winterbottom Inka de Pijper Vanessa Mignan MARIA XANTHOUDAKI