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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 research Informal/Formal Connections
Informal STEM learning experiences (ISLEs), such as participating in science, computing, and engineering clubs and camps, have been associated with the development of youth’s science, technology, engineering, and mathematics interests and career aspirations. However, research on ISLEs predominantly focuses on institutional settings such as museums and science centers, which are often discursively inaccessible to youth who identify with minoritized demographic groups. Using latent class analysis, we identify five general profiles (i.e., classes) of childhood participation in ISLEs from data
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TEAM MEMBERS: Remy Dou Heidi Cian Zahra Hazari Philip Sadler Gerhard Sonnert
resource project Public Programs
This NSF INCLUDES pilot addresses the challenge of broadening participation in Science, Technology, Engineering and Math (STEM) among minoritized youth in grades 5-8 and their access to computer science (CS), which is recognized as integral to all STEM disciplines. This project will specifically focus on developing and understanding computing experiences intentionally designed to strengthen mathematical skills utilizing culturally responsive pedagogy. Culturally responsive pedagogy integrates knowledge relevant to students' identities and communities with computational learning activities, and maximizes the potential for increasing engagement, competence, and belonging of underrepresented youth in computing. This pilot will be situated in community-based organizations, including Boys and Girls Clubs and Public Libraries, with the support of industry partners and the local Department of Education. Given the role of community-based organizations and libraries across the nation for community engagement and educational enrichment, this work represents an exciting opportunity for spreading into thousands of libraries and community centers across the nation, thereby having collective impact that materializes CS for All.

This project will engage minoritized youth in grades 5-8. The overarching vision is to establish a scalable model for providing these students with recurrent opportunities to create computational artifacts that are culturally-responsive to their community contexts. In addition, there will be an explicit and simultaneous focus on strengthening students' mathematical skills. The project has four goals: (1) facilitate culturally-responsive learning of key CS concepts and practices; (2) build youth and community knowledge around positive impacts of computing on local communities; (3) increase participants' knowledge, confidence and interest in becoming creators of computing innovations; and (4) strengthen mathematical skills through intentional computing experiences. The project will adapt and implement CS modules from the NSF-funded Exploring Computer Science curriculum, and will intentionally reinforce mathematics skills and community engagement. It will design and implement a culturally-responsive training model for establishing community instructors who can support CS project learning. Finally, it will create instruments for monitoring project goals and participant outcomes. Due to the collaboration with community-based organizations present in cities across the nation, the model has strong potential to scale up regionally and nationally.
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TEAM MEMBERS: Lori Pollock Chrystalla Mouza John Pelesko Rosalie Rolon-Dow
resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource project Media and Technology
Educators from K-12 and higher education are collaborating on a new school of the future projects involving humanoid robots and other forms of robots and student and teacher productivity tools. We are working in the areas of STEAM Plus. (science, technology, engineering, visual and performing arts, mathematics, computer languages and foreign languages) All team members will share their action research results through a traveling exhibition to all twelve public libraries in the city of Long Beach, California. Kids Talk Radio through its Backpack Science, Journalism, and Backpack Robotics programs will create video and audio podcasts of the action research and share findings over the Internet with schools, libraries and museums around the world.
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TEAM MEMBERS: Super School Software Bob Barboza Walter Martinez