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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 project Public Programs
As new technologies continue to dominate the world, access to and participation in science, technology, engineering, mathematics (STEM), and computing has become a critical focus of education research, practice, and policy. This issue is exceptionally relevant for American Indians, who remain underrepresented as only 0.2% of the STEM workforce, even though they make up 2% of the U.S. population. In response to this need, this Faculty Early Career Development Program (CAREER) project takes a community-driven design approach, a collaborative design process in which Indigenous partners maintain sovereignty as designers, to collaboratively create three place-based storytelling experiences, stories told in historical and cultural places through location-based media. The place-based storytelling experiences will be digital installations at three culturally, politically, and historically significant sites in the local community where the public can engage with Indigenous science. The work is being done in partnership with the Northwestern Band of the Shoshone Nation (NWBSN).

The principal investigator and the NWBSN will investigate: (a) what are effective strategies and processes to conduct community-driven design with Indigenous partners?; (b) how does designing place-based storytelling experiences develop tribal members' design, technical, and computational skills?; (c) how does designing these experiences impact tribal members' scientific, technological, and cultural identities? The goals are to establish a process of community-driven design, build infrastructure to support this process, and understand how this methodological approach can result in culturally-appropriate ways to engage with science through technology. The principal investigator will work with the tribe to complete three intergenerational design cycles (a design cycle is made up of multiple design iterations). Each design cycle will result in one place-based storytelling experience. The goal is to include roughly 15 youth (ages 6-18), 10 Elders, and 10 other community members (i.e. members ages 18-50, likely parents) in each design cycle (35 tribal members total). Some designers are likely to participate in multiple design cycles. The tribe currently has 48 youth ages 6-18 and the project aims to engage at least 30 across all three design cycles. Over four years of designing three different experiences, the NWBSN aims to recruit at least 100 tribal members (just under 20% of the tribe) to make contributions (as designers, storytellers, or to provide cultural artifacts or design feedback).

This CAREER 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: Breanne Litts
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 research Informal/Formal Connections
This exploratory study aims to better understand how adults engage with science in the context of reallife socio-scientific issues (SSIs). Specifically, we examined how parents engage with the issue of radiation from Wi-Fi routers in schools, an issue encountered by parents across the world. Radiation from wireless internet connection (Wi-Fi) routers is a type of radio frequency electromagnetic radiation. Nowadays, exposure to RF radiation is widespread; from Wi-Fi routers in workplaces, homes, restaurants, and even buses and trains to cell phones and microwave ovens. The proliferation of
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TEAM MEMBERS: Keren Dalyot Ayelet Baram-Tsabari
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 evaluation Public Programs
The Multi-Site Public Engagement with Science—Synthetic Biology (MSPES) initiative was an Innovations in Development project funded by the National Science Foundation (DRL-1421179) through the Advancing of Informal STEM Learning program (AISL). MSPES promoted public engagement with science (PES)—a model of mutual dialogue and learning between public and scientist audiences—through the creation and distribution of PES kits to nearly 200 informal science education sites around the country. Kits included two types of learning experiences: (1) forum programs during which scientists and teen or
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resource research Media and Technology
Digital Observation Technology Skills (DOTS) is a framework for integrating modern, mobile technology into outdoor, experiential science education. DOTS addresses longstanding tensions between modern technology and classical outdoor education by carefully selecting appropriate digital technology for educational purposes and by situating these tools in classical experiential pedagogy.
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TEAM MEMBERS: R. Justin Hougham Marc Nutter Caitlin Graham
resource project Professional Development, Conferences, and Networks
This is a project to offer the Forum on Inclusive STEMM Entrepreneurship (FISE), a novel effort to broaden the participation of underrepresented minority women in STEMM entrepreneurship and to enhance the diversity of the science and engineering workforce. Through a convening of educators, entrepreneurs, aspiring entrepreneurs, industry leaders, investors and policy experts, entrepreneurial education thought leaders, and intersectionality scholars the PI proposes to use this conference as a platform for building capacity in the preparation and development of future entrepreneurs from underrepresented groups. The PI also seeks to contribute to the emerging field of research that bridges tech entrepreneurship and education policy.

The proposed forum has the potential to advance knowledge in the field of entrepreneurship education and engineering education. Given the dearth of research-based interventions to broaden participation in tech entrepreneurship, this conference offers an opportunity for participants to contribute to the leading edge of research and interventions in this field.

The convening and associated activities will leverage the social capital of knowledgeable experts in the academy and industry, investors, entrepreneurs and aspiring entrepreneurs to address critical needs of the nation that relate to enhanced global competitiveness, an improved national economy, and the participation of underrepresented cohorts in entrepreneurship and commercialization.
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TEAM MEMBERS: Gilda Barabino
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