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resource research Public Programs
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: Dorothy Bennett Anthony Negron
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 research Public Programs
This project created a social programmable robot to engage middle school girls in computer programming.
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TEAM MEMBERS: Erin Walker Amy Ogan Kimberly Scott
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 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 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 project Media and Technology
The Young Developers program is an after school program conceptualised and run by The P-STEM Foundation. It introduces computer programming and design concepts to high school age students from South African historically disadvantaged communities, where the majority of students have had little or no interaction with computers. Young Developers uses Self Organised Learning Methodology and involves introducing a series of increasingly complex challenges / questions that the participants have to collaboratively solve. The first module is run in Scratch with the final objective being the creation of a racing car game. The second module is run in Python using Turtle graphics with an objective of creating an animation. This program runs as pods in each of the communities that the P-STEM foundation works in. Each pod has up to 30 teens from the age of 10 to 18. Each pod is peer led and peer driven, and the pace of learning is determined by the participants. In 2015, we would also like to introduce national competitions which pods participate in against other pods.
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TEAM MEMBERS: The P-STEM Foundation Vari Mureriwa
resource project Public Programs
This is a Science Learning+ planning project that will develop a plan for how to conduct a longitudinal study using existing data sources that can link participation in science-focused programming in out-of-school settings with long-range outcomes. The data for this project will ultimately come from "mining" existing data sets routinely collected by out-of-school programs in both the US and UK. 4H is the initial out-of-school provider that will participate in the project, but the project will ideally expand to include other youth-based programs, such as Girls Inc. and YMCA. During the planning grant period, the project will develop a plan for a longitudinal research study by examining informal science-related factors and outcomes including: (a) range of educational outcomes, (b) diversity and structure of learning activities, (c) links to formal education experiences and achievement measures, and (d) structure of existing informal science program data collection infrastructure. The planning period will not involve actual mining of existing data sets, but will explore the logistics regarding data collection across different informal science program, including potential metadata sets and instruments that will: (a) identify and examine data collection challenges, (b) explore the implementation of a common data management system, (c) identify informal science programs that are potential candidates for this study, (d) compare and contrast data available from the different programs and groups, and (e) optimize database management.
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resource research Public Programs
Community technology centers (CTCs) help bridge the digital divide for immigrant youth in disadvantaged neighborhoods. A study of six CTCs in California shows that these centers also promote positive youth development for young people who are challenged to straddle two cultures.
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TEAM MEMBERS: Rebecca London Manuel Pastor Rachel Rosner
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