Skip to main content

Community Repository Search Results

resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
DATE: -
TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource project Exhibitions
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.

This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
DATE: -
TEAM MEMBERS: Kevin Ponto David Gagnon
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a series of mobile apps to guide families through sequenced sets of videos and hands-on activities. To support families at home it would also develop a new library model to build librarians' computational thinking content knowledge and self-efficacy so they can support parents' efforts with their children. Computational thinking is a an increasingly critical skill for learning and success in the workforce. It includes the ability to identify problems, brainstorm and generate solutions and processes that can be communicated and followed by computers or humans. There are few projects that introduce computational thinking to young children. Very little research has been done on the ways that parents can facilitate children's engagement in CT skills. And developing a model that trains and supports librarians to become virtual coaches of parents as they engage with their children in CT, will leverage and build the expertise of librarians. The project's target audience includes parents and children living in rural areas where access to CT learning may be very limited. Project partners include the EDC, a major research organization, the American Library Association, and BUILD, a national association that promotes collaborations across library, kindergarten readiness, and public media programming.

The formative research study asks: 1) What supports do parents of preschoolers in rural communities need in order to effectively engage in CT with their children at home? and 2) How can libraries in rural communities support joint CT exploration in family homes? The summative research study asks: 3) how can an intervention that combines media resources, mobile technology, and library supports foster sustained joint parent/child engagement and positive attitudes around CT? Researchers will develop a parent survey, adapting several scales from previously developed instruments that ask parents to report on children's use of CT-related vocabulary and CT-related attitudes and dispositions. Survey scales will assess librarians' attitudes towards CT, as well as their self-efficacy in supporting parents in CT in a virtual environment. During the formative study, EDC will pilot-test survey scales with 30 parents and 6 librarians in rural MS and KY. Analyses will be primarily qualitative and will be geared toward producing rapid feedback for the development team. Quantitative analyses will be used on parent app use, using both time query and back-end data, exploring factors associated with time spent using apps. The summative study will evaluate how the new media resources and mobile technology, in combination with the library virtual implementation model, support families' joint engagement with CT, and positive attitudes around CT. The researchers will recruit 125 low-income families with 4- to 5-year-old children in rural MS and KY to participate in the study. They will randomly assign families within each library to the full intervention condition, including media resources, mobile technology, and library support delivered through the virtual implementation model, or the media and mobile-technology-only condition. This design will allow researchers to understand more fully the additional benefit of library support for rural families' sustained engagement, and conversely, see the comparative impact of a media- and mobile-technology only intervention, given that some families might not be able to access virtual or physical library support.

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. This project is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

This Innovations in Development 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.
DATE: -
TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Janna Kook
resource project Informal/Formal Connections
Parents and adult caregivers play a significant role in young children's understanding of (and participation in) science, technology, engineering, and mathematics (STEM). Research suggests that early engagement with STEM can have a profound impact on children's use of STEM process skills such as exploration, observation, and problem-solving, as well as future academic success. An immediate yet ongoing challenge facing informal STEM learning providers is to understand how limited resources can be used to support effective STEM learning opportunities and experiences for all children and families. Through a collaboration between researchers, Head Start, two science centers (one rural, one urban), and educators, this project aims to foster STEM access and engagement with specific attention to young children and their caregivers. This project 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 Pilot and Feasibility study will apply an experimental, mixed-methods design to examine parent/caregiver and child (ages 4-5) interactions before, during, and after informal STEM experiences to identify which factors influence children's transfer of learning STEM process skills across multiple informal contexts. Research results will lay the foundation for a future longitudinal study. The project team will ask: (1) What types of parent/caregiver-child engagement at the science center are most predictive of children's application of STEM process skills in subsequent problem-solving tasks and school readiness? (2) How do variations in parent/caregiver-child conversational strategies during the science center visit influence children's memory and learning? and (3) How can informal educators best support Head Start family engagement and children's emerging STEM knowledge? This study will collect data on 240, 4-5-year-old children, with their caregivers, in two different science centers that serve a largely rural and largely urban population. Data sources will include video/audio of caregiver-child interactions at the science centers and at home, as well as children's recall, engagement with a problem-solving task, and school readiness scores. Coding and analysis of the tasks during and after the science center visit will detail mechanisms underlying children's memory, learning, and application of STEM process skills that transfer to the problem-solving task. The project will be implemented by a research-practice partnership, leveraging the expertise of project partners and communities to ensure the use of culturally responsive research practices. This research has the potential to strategically impact how science centers and Head Start grantees work together on Family Engagement programming to achieve equitable STEM learning opportunities, broadening participation for low-income young children and their families.

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.
DATE: -
TEAM MEMBERS: Michelle Kortenaar Jennifer Schwade Erin Jant Stacy Prinzing
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will develop and research, as a feasibility study, a series of art-inclusive, pop-up Science, Art, Technology, Engineering, and Mathematics (STEAM) makerspaces in a high-poverty, primarily rural county in Oklahoma. A makerspace is a collaborative work space inside a library, school or other community space for making, learning, exploring and sharing that uses high tech to low tech tools. The makerspaces will be temporary workshops that are developed through a community planning process that assesses the needs and interests of citizen stakeholders. Scientists, artists and other experts will work together with the community to design a series of thematic pop-up makerspace sessions. The project builds a collaborative infrastructure and capacity for small and rural communities by bringing together resource providers and experts to identify and design science-oriented challenges. Long-term benefits for participants include sustained focus on new approaches for civic engagement through STEAM-driven making which could foster new role identities pertaining to science and art. The project deliverables include: (1) a theoretically informed model to build a community's capacity to collaborate toward fostering civic engagement through science-oriented pop-up makerspaces, (2) Pop-Up STEAM Studio makerspaces, (3) training for pop-up facilitators, and (4) visual documentation panels and web-based digital stories to communicate progress and process.

Project research will enhance knowledge-building of the process of developing a science-oriented community challenge that embraces STEAM and making. A key contribution of the proposed project will be the generation of insights into how community members establish consensus around the joint goal of designing, documenting, and facilitating integrated art and science making activities to address and communicate the challenge. Research will focus on the roles participants take when engaging in the making process through an identity-based model of motivated action. Analysis of advisory board meeting artifacts and focus group data will allow the researchers to identify processes of negotiation and consensus building at the collective level and in relation to each issue to which the group attends. Emergent themes (such as negotiation, shared learning, idea or project revisions, diverse perspectives coming to consensus, etc.) will be examined across individual and group units of analysis, from all data sources, and through the congruent theoretical lenses of role identity theory and negotiated learning pedagogy. The research outcomes should inform efforts to build infrastructure and capacity of community resources by providing a model for developing collaborative pop-up makerspaces.

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.
DATE: -
TEAM MEMBERS: Sheri Vasinda Joanna Garner Stephanie Hathcock Rebecca Brienen