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resource research Informal/Formal Connections
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: Hyunjin Seo Fengjun Li
resource project Informal/Formal Connections
Structural inequities contribute to the disproportionate incarceration of Black and African American women, as well as women from the working class. This project will work toward redressing these inequities through developing and researching an ecosystem designed to support formerly incarcerated women's transition into careers that require technology-based skills or computational thinking.
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TEAM MEMBERS: Hyunjin Seo Fengjun Li
resource project Media and Technology
Data is increasingly important in all aspects of people’s lives, from the day-to-day, to careers and to civic engagement. Preparing youth to use data to answer questions and solve problems empowers them to participate in society as informed citizens and opens doors to 21st century career opportunities. Ensuring equitable representation in data literacy and data science careers is critical. For many girls underrepresented in STEM, developing a "data science identity" requires personally meaningful experiences working with data. This project aims to promote middle school-aged girls’ interest and aspirations in data science through an identity-aligned, social game-based learning approach. The goals are to create a more diverse and inclusive generation of data scientists who see data as a resource and who are equipped with the skills and dispositions necessary to work with data in order to solve practical problems. The research team will run 10 social clubs and 10 data science clubs mentored by women in data science recruited through the University of Miami’s Institute for Data Science and Computing. Participants will be 250 middle school-aged girls recruited in Miami, FL, and Yolo County, CA, through local and national girls’ organizations. Youth will participate in a data science club and will learn key data science concepts and skills, including data structures, storage, exploration, analysis, and visualization. These concepts will be learned from working with their own data collected in personally meaningful ways in addition to working with data collected by others in the same social game eco-system. The project will also develop facilitator materials to allow adult volunteers to create game-based informal data science learning experiences for youth in their areas. The 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 and is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST), which seeks to engage underrepresented students in technology-rich learning environments, including skills in data literacy, and increase students’ knowledge and interest in information and communication technology (ICT) careers.

Researchers will focus on two primary research questions: 1) Across gameplay and club experiences, in what ways do participants engage with data to pursue personal or social goals? 2) How do gameplay and club experiences shape girls’ perceptions of data, data science, and their fit with data and data science? The project will use design-based research methods to iteratively design the game and social club experiences. To ensure that uses of data feel personally and socially meaningful to young girls, the virtual world’s goals, narratives, and activities will be co-designed with girls from groups underrepresented in data science. The project will research engagement with game data in two informal, game-based learning scenarios: organic, self-directed, social play club, and structured, adult-facilitated data science clubs. The research will use a combination of quantitative and qualitative methods including surveys, focus groups, interviews, and gameplay and club observations. Project evaluation will determine how gameplay and club experiences impact participants' attitudes toward and interest in data-rich futures. The project holds the potential for broadening participation and promoting interest in data science by blending game-based learning with the rich social and adult mentoring through club participation. The results will be disseminated through conference presentations, scholarly publications, and social media. The game and facilitator materials will be designed for dissemination and made freely available to the public.
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TEAM MEMBERS: Lisa Hardy Gary Goldberger Jennifer Kahn
resource research Media and Technology
We found that the learners seeking out resources to teach themselves to code were generally college educated women who were motived either by the desire to be able to read and understand the code written by hired developers or the desire to become developers themselves. The importance of a female-focused learning setting was mixed; while most women acknowledged a more comfortable atmosphere created by such a setting, very few cited that as a primary reason for joining the group. All learner participants in this study persisted through the ten weeks of the Women’s Coaching and Learning
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resource evaluation Media and Technology
In 2016, ETR received a National Science Foundation grant to study, under Principal Investigator Louise Ann (“Lou Ann”) Lyon, PhD, a newly formed, real-world organization dedicated to helping women in the workforce learn to write computer code. This project formed a partnership between a research team with experience in computer science (CS) education and learning sciences research and a newly fashioned practitioner team focused on building a grassroots, informal, volunteer group created to help women help themselves and others learn to write computer code. This research-practitioner
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resource research Media and Technology
Participants in this study reported a variety of resources used in the past to learn to code in Apex, including online tutorials, one-day classes sponsored by Salesforce, and meet-up groups focused on learning. They reported various difficulties in learning through these resources, including what they viewed as the gendered nature of classes where the men already seemed to know how to code—which set a fast pace for the class, difficulty in knowing “where to start” in their learning, and a lack of time to practice learning due to work and family responsibilities. The Coaching and Learning Group
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resource research Media and Technology
Participants in this study reported a variety of resources used in the past to learn to code in Apex, including online tutorials, one-day classes sponsored by Salesforce, and meet-up groups focused on learning. They reported various difficulties in learning through these resources, including what they viewed as the gendered nature of classes where the men already seemed to know how to code—which set a fast pace for the class, difficulty in knowing “where to start” in their learning, and a lack of time to practice learning due to work and family responsibilities. The Coaching and Learning Group
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resource research Media and Technology
Participants in this study reported a variety of resources used in the past to learn to code in Apex, including online tutorials, one-day classes sponsored by Salesforce, and meet-up groups focused on learning. They reported various difficulties in learning through these resources, including what they viewed as the gendered nature of classes where the men already seemed to know how to code—which set a fast pace for the class, difficulty in knowing “where to start” in their learning, and a lack of time to practice learning due to work and family responsibilities. The Coaching and Learning Group
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resource research Media and Technology
Grassroots women's learn-to-code groups are springing up in many places. This infographic a study of one such group, in which more-knowledgeable "coaches" lead novice "learners" in learning software programming on the Salesforce platform. This study found that women create such groups to have supportive, non-threatening environments that nuture their learning to build confidence before entering male-dominated software development communities.
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resource project Community Outreach Programs
The University of California, Irvine will lead this Design and Development Launch Pilot to engage with collaborators from the Orange County CA STEM Initiative, the Orange County CA Department of Education, the Orange County CA Workforce Investment Board, the Jamboree Affordable Housing Communities, the Orangewood Foundation for Foster and Community Youth Services, OCTANE-Technology Incubator, Project Tomorrow and Growth Section. This project was created in response to the Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science (NSF INCLUDES) program solicitation (NSF 16-544). The INCLUDES program is a comprehensive national initiative designed to enhance U.S. leadership in science, technology, engineering and mathematics (STEM) discoveries and innovations focused on NSF's commitment to diversity, inclusion, and broadening participation in these fields. The INCLUDES Design and Development Launch Pilots represent bold, innovative ways for solving a broadening participation challenge in STEM.

The full participation of all of America's STEM talent is critical to the advancement of science and engineering for national security, health and prosperity. Our nation is advancing knowledge and practices to address the computing technology education practices for recruiting, better educating, retaining and graduating a productive STEM workforce. However women who are members of underrepresented minority groups, with low socioeconomic status, historically underperform in STEM and specifically in computing technology. This project, NSF INCLUDES: Supporting Women Advancing Through Technology, has the potential to significantly advance a collaborative approach by a group of organizations to improve the success of poor, underrepresented minority women who are learning computing technology and transitioning to the STEM workforce.

The project will demonstrate the outcomes of computer science training for women, particular disenfranchised and underrepresented minority women that may be exiting foster youth services, living in low income housing, and/or having been denied access to programs particularly in technology due to their socioeconomic status. Partnering organizations will design, develop and launch a short-term, intensive training opportunity in computer science for women ages 16 to 34 who are unemployed or underemployed, and who desire to engage in upward career mobility. The program will include a replicable, custom curriculum and an educational approach that will be scalable. A boot camp will teach the fundamentals of Ruby on Rails, HTML, CSS, SQL, JavaScript, and AngularJS, and prepare participants for a career in web development while enabling them to keep their day jobs and have childcare provided. Educating a randomized sample treatment group of up to 150 women in this launch pilot, the partners will also offer internships and/or job shadows, where participants gain client experience, learn from more experienced developers, and continue to build their portfolios. All of the women in the program will receive information, coaching and exposure to college and career opportunities. Job placement in STEM careers is the outcome goal of this design and development launch pilot.
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TEAM MEMBERS: Linda Christopher Christine Olmstead
resource project Media and Technology
This project formed a partnership between a research team with experience in computer science (CS) education and learning sciences research and a newly fashioned practitioner team focused on building a grassroots, informal, volunteer group created to help women help themselves and others learn to write computer code. This research-practitioner partnership had a two-pronged focus, first on improving the program offered to learners through making adjustments based on research findings, and second on investigating the phenomenon of how women in the workforce informally learn CS skills that enable them to rewrite their career paths to contribute to what we know from research. The context of the study was situated in the virtual community that has formed around the phenomenally successful Salesforce Customer Relationship Management software platform.

This Exploratory Pathways project aimed to fill a gap in the research; we know little about the phenomenon of adult women in the workforce who are patching together resources to learn CS skills with a goal of job enhancement or job change. This project took an ethnographic approach to studying the informal learning (both through online, written resources and through sharing of knowledge with others) of the women involved in a 10-week, virtual Women’s Coaching and Learning group. The organization of this group consisted of learners—novice coders in the Apex language that is used on the Salesforce software platform, of coaches—more knowledgeable coders, and of a steering committee that ran the group and created the informal curriculum followed in the 10-week course.

Our overarching research question in this study was: In what ways are informal CS learning opportunities being used and created by adult women, what are their experiences with those opportunities, and how does this suggest ways to enhance those opportunities in the future to increase effectiveness in broadening access to and engagement in informal CS learning experiences for women?

We broke the question down into a number of sub questions, including:


Sociocultural context: What past gendered interactions do women report that discouraged (or encouraged) them from learning to code? What do interactions look like in female-only coaching and learning groups? In what ways does a coaching and learning group support persistence? What social barriers and supports outside the group affect persistence?
Personal context: What are the characteristics and backgrounds of female administrators who seek out resources to teach themselves to code? What are the motivations for these women to teach themselves to code? What motivates them to seek out and join all-women coding groups?
Physical context: How are women learning to code both through written resources and in virtual, informal coaching and learning classes? What are the conceptual barriers and supports that they encounter, and what works for women in these classes to overcome barriers? What conceptual barriers and supports affect persistence?
Persistence and identity: In what ways does participating in a learning group with female coaching motivate (or not) women to persist in learning to code? How do their goals or reasons for learning to code change through their participation? How does their identity as a “coder” change or shift as they participate?


Our findings for these subquestions are summarized in the “project products” linked to below.
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TEAM MEMBERS: Louise Ann ("Lou Ann") Lyon Jill Denner
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob