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resource research K-12 Programs
We used a youth focused wild berry monitoring program that spanned urban and rural Alaska to test this method across diverse age levels and learning settings.
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TEAM MEMBERS: Katie Spellman Douglas Cost Christine Villano
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace
resource project Exhibitions
The Montana Natural History Center, in collaboration with the University of Montana, will develop an exhibit to showcase a selection of the university's extensive fossil collection. This new exhibit will help create inclusive, inquiry-based, educational opportunities for preschoolers through adults. University faculty will guide specimen interpretation and story development. The exhibit will explore modern research into evolution in a time of climate change, sharing ongoing university research and highlighting STEM careers and citizen science work. The project is based on interests identified through surveys, museum visitor recommendations, and a member focus group.
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TEAM MEMBERS: Drew Lefebvre
resource evaluation Exhibitions
Under the Arctic: Digging into Permafrost, a 2,000 square foot museum exhibition, engaged visitors in real and simulated experiences related to the nature of permafrost, permafrost research, and the impact of climate change on permafrost. Development of the exhibition was part of a larger National Science Foundation Advancing Informal STEM Learning grant, Hot Times in Cold Places: The Hidden World of Permafrost, awarded to the University of Alaska Fairbanks in partnership with the Oregon Museum of Science and Industry. Two related evaluation studies led us to our conclusions. First, we
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TEAM MEMBERS: Victoria Coats Matthew Sturm Angela Larson Kelly Kealy Laura Conner
resource project Public Programs
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 engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences. This ITEST project aims to research the STEM career interests of late elementary and middle-school students and, based on the results of that research, build an informal education program to involve families and community partners to enhance their science knowledge, attitudes, experiences, and resources. There is an emphasis on underrepresented and low income students and their families.

The project will research and test a new model to promote the development of positive attitudes toward STEM and to increase interest in STEM careers. Phase 1 of the project will include exploratory research examining science capital and habitus for a representative sample of youth at three age ranges: 8-9, 9-10 and 11-12 years. The project will measure the access that youth have to adults who engage in STEM careers and STEM leisure activities. In phase II the project will test a model with a control group and a treatment group to enhance science capital and habitus for youth.
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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 understanding of deeper learning by participants. This pilot study, Akeakamai (Hawaiian, literally lover of wisdom, scientist, scholar), will explore the convergence of contemporary Western science topics with indigenous Hawaiian culture-based science experiences as a mechanism to strengthen STEM perceptions, cross-cultural science collaboration, and multi-generational community engagement with STEM. The work is grounded in the notion that STEM learning within the context of local informal indigenous community settings should be culturally responsive and culturally sustaining, and should privilege indigenous epistemologies. If successful, the results of this pilot could provide valuable insights on effective approaches to developing and implementing culturally consistent and sustainable multigenerational STEM engagement among Native Hawaiians and Pacific Islanders, and across the Pacific region.

Over a two-year duration, the study will address three research questions. (1) To what extent does inclusion of culture into curriculum designed for informal Culture-Science Explorations mitigate perceived barriers to participation in science? (2) What barriers do community members perceive to limit their participation in science? (3) What are the areas of consonance between Native Hawaiian and Western scientific approaches to knowledge and learning? Approximately 200 predominantly Native Hawaiian and Pacific Islanders, ranging in age from 8 - 85 years old, will participate in the pilot. The research team will collect participant data during all phases of the social intervention, a suite of culture-science exploration experiences held at the Halau Inana, a Native Hawaiian community collaboration space. The intervention will employ pedagogical methods that are responsive to Hawaiian cultural norms to deliver content that integrates across the interfaces of Western science and technology and indigenous knowledge, and incorporates Hawaiian language. A rigorous external evaluation will also be conducted. The results of the research and evaluation will be broadly disseminated. Ultimately, the project aims to develop a conceptual and practical cross-cultural, multi-generational framework for community-based science learning in Hawai'i that can serve as a model for future research and programs that extend into and beyond indigenous communities of the Pacific region.

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: Helen Turner Jonathan Baker Chrystie Naeole
resource research Public Programs
Please join us in celebrating Citizen Science Day, which falls this year on Saturday, April 14th. This issue of Connected Science Learning is dedicated to highlighting effective citizen science programs that involve classroom students in collecting data for research scientists, while also engaging them in key STEM (science, technology, engineering, and math) content and practices. Students get a “front row seat” to what scientists do and how scientists work, plus develop the reasoning skills and practices used by scientists.
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TEAM MEMBERS: Dennis Schatz
resource research Public Programs
With support from the National Science Foundation (NSF), SciStarter 2.0 was launched to enhance, diversify, and validate participant engagement in scientific research in need of the public’s help. SciStarter’s leadership is part of the National Academy of Sciences’ Committee, Designing Citizen Science to Support Science Learning, which is developing guidelines and a research agenda for citizen science in education. This article briefly introduces educators to SciStarter 2.0.
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TEAM MEMBERS: jill nugent Lea Shell Darlene Cavalier
resource project Public Programs
This project will coordinate and focus existing educational elements with the common goal of increasing the participation of underrepresented minorities in STEM degree programs and the STEM workforce. This goal will help the US maintain its leadership in science and engineering innovation while supporting the expansion of the talent pool needed to fuel economic growth in technical areas. The program will feature an assessment system that addresses both social influence factors and the transfer of STEM skills with the aim of identifying the reasons that underrepresented minorities leave the STEM pipeline. By including both curricular and extracurricular elements of the STEM pipeline, ranging from middle school through college, the program will be able to respond quickly to findings from the assessment component and take proactive steps to retain STEM students and maintain their self perception as future scientists or engineers.

The program proposes to assess, unite and coordinate elements in the New Mexico STEM pipeline with the ultimate goal of increasing the participation of underrepresented groups in the STEM workforce. The need to grow a diverse science, technology, engineering and mathematics (STEM) workforce is recognized throughout the State of New Mexico, and beyond, by both the public and private sectors. The project develops a crosscutting assessment system that addresses both social influence factors and the skills component of STEM education. The project develops a collective impact framework aimed at increasing the participation of underrepresented minorities in the STEM workforce and implements a common assessment system for students in the 6-20+ STEM pipeline. This assessment system will address both social influence factors and the transfer of STEM related skills with the aim of building a research base to investigate why students from underrepresented minorities leave the STEM pipeline. The output from this research will drive the development of a set of best practices for increasing retention and a scheme for improving the integration of minority students into the STEM community. The retention model developed as part of the program will be shared with the STEM partners through a series of workshops with the goal of developing a more coordinated approach to the retention of underrepresented minorities. The program focuses on a small set of STEM programs with existing connections to the College of Engineering.
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TEAM MEMBERS: Steven Stochaj Patricia Sullivan Luis Vazquez
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
resource research Media and Technology
This study explores the presence of science programs on the Flemish public broadcaster between 1997 and 2002 in terms of length, science domains, target groups, production mode, and type of broadcast. Our data show that for nearly all variables 2000 can be marked as a year in which the downward spiral for science on television was reversed. These results serve as a case study to discuss the influence of public policy and other possible motives for changes in science programming, as to gain a clearer insight into the factors that influence whether and how science programs are broadcast on
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TEAM MEMBERS: Pieter Maeseele Lieve Desmet