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resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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TEAM MEMBERS:
resource project Professional Development, Conferences, and Networks
The Lawrence Hall of Science at the University of California, Berkeley, will launch the Learning Technology Studio project to improve the ability of its staff to create digital technology tools and experiences that help youth, families, and adults learn about STEM topics. The museum will design and implement a professional learning program for staff from multiple departments to build their understanding of best and innovative practices for using digital technology to support STEM learning. The program will empower a subset of staff will to collaboratively design, test, and revise technology experiences using simulations, digital media, and AR that can elevate visitor engagement and enhance learning. The museum will create an institution-wide Learning Technology Framework that captures the findings and resources developed through the project to guide long-term professional learning and collaboration in digital technology design and integration.
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TEAM MEMBERS: Lee Bishop
resource research Media and Technology
Astronomy has been an inherently visual area of science for millenia, yet a majority of its significant discoveries take place in wavelengths beyond human vision. There are many people, including those with low or no vision, who cannot participate fully in such discoveries if visual media is the primary communication mechanism. Numerous efforts have worked to address equity of accessibility to such knowledge sharing, such as through the creation of three-dimensional (3D) printed data sets. This paper describes progress made through technological and programmatic developments in tactile 3D
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TEAM MEMBERS: Kimberly Arcand April Jubett Megan Watzke sara price Kelly Williamson Peter Edmonds
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
resource project Media and Technology
This project aims to broaden participation in STEM education among underserved populations through innovative and inclusive approaches to technology education. The project is designed to enhance knowledge and comfort with technology and develop computational thinking among women who were formerly incarcerated and are now seeking to reenter the workforce or adjust to their lives outside the criminal justice system ("women in transition") in the Midwest. While women have become the fastest growing segment of the incarcerated population, prison education and reentry programs are not well prepared to respond to this influx. Women in transition are rarely exposed to STEM education and they are generally isolated from the digital world while in prison. Consequently, they face post-incarceration challenges in accessing and using rapidly changing digital technologies. Against this backdrop, this three-year technology education project will aim to help women in transition in Kansas and Missouri develop STEM skills relevant to job applications and post-incarceration adjustments. The project may serve as a template for building evidence-based workforce preparation efforts in informal settings, and the concurrent online peer networking and app development may also facilitate adaptation for and scaling to other regions and other similarly digitally disadvantaged populations. This project is funded by the AISL program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

The project design is informed by the research team's past experiences offering technology education to women in transition and other underserved populations in the Midwest. The design includes three interrelated aspects: (1) technology education, (2) web/mobile app development, and (3) original empirical research. The research team will offer hybrid (online and offline) technology training programs to 300 women in transition in Kansas and Missouri. Learners will attend weekly face-to-face technology classes at different levels (introductory, intermediate, and advanced) at public libraries. A member-only online site and an accompanying mobile application for online tutorials and virtual meet-ups will enhance exposure to different types of technologies. Starting with interest-based technology topics including online resume building, information verification, and identity protection, the team will introduce women to deeper STEM topics including elementary coding skills and computational thinking. Empirical research will examine how different modalities of offering technology education are associated with learning outcomes for women participating in the program and the association of increasing knowledge and skills in digital technologies with self-efficacy, perceived social support, employment, and reduced recidivism.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Hyunjin Seo Hannah Britton Megha Ramaswamy Baek-Young Choi Sejun Song
resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource research Public Programs
In partnership with the Digital NEST, students engage in near to peer learning with a technical tool for the benefit of a nonprofit that tackles issues the youth are passionate about. Youth build first from an 'internal’ Impactathon, to planning and developing an additional Impactathon for a local partner and then traveling to another partner elsewhere in the state. Participants range from 14 to 24 from UC Santa Cruz students to middle schoolers from Watsonville and Salinas. This poster was presented at the 2019 AISL Principal Investigators Meeting.
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TEAM MEMBERS: Amber Holguin
resource project Public Programs
This pilot study will examine the effectiveness of an innovative applied social change, community and technology based program on marginalized youths' access, interest, efficacy and motivation to learn and engage in digital technology applications. Using stratified near-peer and peer-to-peer mentoring approaches, the pilot builds on extant literature that indicates that peer-supported hands-on mentoring and experiences can alleviate some barriers to youth engagement in digital technologies, particularly among underrepresented groups. In this project, undergraduate students will mentor and work collaboratively with high school youth primarily of Hispanic descent and community-based organizations to develop creative technology-based solutions to address social issues and challenges within their local communities, culminating in events called Impactathons. These community-hosted local and state-wide events set this pilot project apart from similar work in the field. The Impactathons not only provide a space for intellectual discourse and problem-solving among the undergraduate-youth-community partners but the Impactathons will also codify expertise from scientists, social scientists, technologists, community leaders, and other stakeholders to develop technology-based solutions with real world application. If successful, a distal outcome will be increased youth interest in digital technologies and related fields. In the short term, favorable findings will provide preliminary evidence of success and lay the foundation for a more extensive study in the future.

This pilot project is a collaboration between the Everett Program, a student-led program for Technology and Social Change at the University of California Santa Cruz - a Hispanic Serving Institution - and the Digital NEST, a non-profit, high-tech youth career development and collaboration space for young people ages 14-24. Through this partnership and other recruitment efforts, an estimated 70-90 individuals will participate in the Impactathon pilot program over two years. Nearly two-thirds of the participants are expected to be undergraduate students. They will receive extensive training in near-peer and peer-to-peer mentoring and serve as mentors for and co-innovation developers with the high school youth participants. The undergraduates and youth will partner with local community organizations to identify a local social challenge that can be addressed through a technology-based solution. The emergent challenges will vary and could span the spectrum of STEM and applied social science topics of interest. Working in informal contexts (i.e., afterschool. weekend), the undergraduate-youth-community partner teams will work collaboratively to develop practical technology-based solutions to real world challenges. The teams will convene three times per year, locally and statewide, at student and community led Impactathons to share their work and glean insights from other teams to refine their innovations. In parallel, the research team will examine the effectiveness of the Impactathon model in increasing the undergraduate and youths' interest, motivation, excitement, engagement and learning of digital technologies. In addition to the research, the formative and summative evaluations should provide valuable insights on the effectiveness of the model and its potential for expansion and replication.

The project is co-funded by the Advancing Informal STEM Learning (AISL) Program and STEM +C. The AISL program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. STEM + C focuses on research and development of interdisciplinary and transdisciplinary approaches to the integration of computing within STEM teaching and learning for preK-12 students in both formal and informal settings.

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: Chris Benner
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The goal of this project is to make 21st century quantum science comprehensible and engaging to non-expert informal adult learners. This project has strong potential to add new knowledge about the public's perception and understanding of quantum physics. This scientific content is often difficult for informal audiences to grasp, and there are relatively few accessible learning resources for a non- professional audience. The development of this online, interactive resource with short animations, graphics, and simulations has strong potential to fill this gap. It will develop a visually driven online resource to engage non-expert audiences in understanding the basics of quantum physics. The web design will be modular, incorporating many multimedia elements and the structure will be flexible allowing for future expansion. All content would be freely available for educational use. There is potential for extensive reach and use of the resources by informal adult learners online as well as learners in museums, science centers, and schools. Project partners are the Joint Quantum Institute at the University of Maryland and the National Institute of Standards and Technology, College Park. An independent evaluation of the project will add new knowledge about informal learners' perceptions and/or knowledge about quantum science and technology. An initial needs assessment via focus groups with the general public will be designed to find out more about what they already know about quantum physics topics and terminology, as well as what they want to know and what formats they prefer (games, simulations, podcasts, etc.). In person user testing will be used with early versions of the project online resource using a structured think-aloud protocol. Later in year 1 and 2, online focus groups with the general public will be conducted to learn what they find engaging and what they learned from the content. Iterative feedback from participants during the formative stage will guide the development of the content and format of the online resources. The Summative Evaluation will gather data using a retrospective post-survey embedded with a pop-up link on the Atlas followed by interviews with a subset of online users. Google Analytics will be used to determine the breadth and depth of their online navigation, what resources they download, and what websites they visit afterward. A post-only survey of undergraduate and graduate students who participated in resource development will focus on changes in students' confidence around their science communication skills and level of quantum physics understanding.
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TEAM MEMBERS: Emily Edwards Curtis Suplee
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Public Programs
Community education with regard to science comes in many forms and is usually designed to address issues within that community. In this proposal, land use is the focus. This is a general topic and applicable in nearly all locations within communities and in the State. In this case, the topic is used to educate adults and high school students providing each with unique identities. Using satellite-enabled tools, the topology of an area can be mapped in detail and assessed for use thus enabling science education for both adults and high school students. The studies will involve intergenerational learning which is an area needing additional study. Also, the proposers are going to broaden the scope so that it impacts several different areas in the State of Connecticut. This is important because in doing so it will include the diversity of cultures within the State and the education results will reflect this diversity. 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 proposed effort aims to promote lifelong STEM learning through a focus on conservation, geospatial technology and community engagement. The goals are to: (1) develop particular STEM knowledge and skills, and foster STEM identity authoring/learning in two disparate groups of lifelong learners, and (2) gain a deeper understanding of the ways that this learning occurs through research and evaluation. The project will develop an educational program that focuses on conservation science and recent advances in web-enabled geospatial technologies (geographic information systems, remote sensing, and global positioning systems) that, for the first time, make these technologies accessible and attainable for the public. The focus will be on urban and rural areas with underrepresented populations of STEM learners. Two groups of lifelong learners will be targeted: adult volunteers involved with community land conservation issues, and high school-aged adolescents enabling the project to investigate the processes and impacts of intergenerational learning.
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TEAM MEMBERS: John Volin David Moss David Campbell Chester Arnold Cary Chadwick
resource project Public Programs
Pipeline for Remote Sensing Education and Application (PRSEA), will increase awareness, knowledge and understanding of remote sensing technologies and associated disciplines, and their relevance to NASA, through a combination of activities that build a “pipeline” to STEM and remote sensing careers, for a continuum of audiences from third grade through adulthood. This program will be led by Pacific Science Center. The first objective is to engage 50 teens from groups underrepresented in STEM fields in a four-year career ladder program; participants will increase knowledge and understanding of remote sensing as well as educational pathways that lead to careers in remote sensing fields at NASA and other relevant organizations. The second objective is to serve 2,000 children in grades 3-5, in a remote sensing-based out-of school time outreach program that will increase the participant’s content knowledge of remote sensing concepts and applications and awareness and interest in remote sensing disciplines. PRSEA’s third objective is to engage 180 youth, grades 6-8, in remote sensing-themed summer intensive programs through which youth will increase knowledge of remote sensing concepts and applications and increase awareness and interest in educational and career pathways associated with remote sensing and NASA’s role in this field. The final objective is to engage 10,000 visitors of all ages with a remote sensing-themed Discovery Cart on Pacific Science Center’s exhibit floor. By engaging in cart activities, we anticipate visitors will increase their level of awareness and interest in the topic of remote sensing and NASA’s role in contributing to this field.
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TEAM MEMBERS: Ellen Lettvin