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resource project Exhibitions
Artificial intelligence (AI) is in many of our everyday activities—from unlocking phones to running Internet searches to parking cars. Yet, most instruction on how AI works is only in computer science courses. The unique role that AI plays in making decisions that affect human lives heightens the need for education approaches that promote public AI literacy. Little research has been done to understand how we can best teach AI in informal learning spaces. This project will engage middle school age youth in learning abouts AI through interaction with museum exhibits in science and technology centers. The exhibits employ embodied interactions and creative making activities that involve textiles, music making, and interactive media. The research will build on three exhibit prototypes that teach about concepts including bias in data in machine learning, AI decision-making processes, and how AI represents knowledge. Female-identifying and Title 1 youth will be recruited as participants during the exhibit design iterations and testing. The 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

Researchers will explore two key research questions: 1) How can the design of interactive museum exhibits encourage interest development in and learning about AI among learners without a Computer Science background by using embodiment and creative making? and 2) How do embodied interaction and creative making mediate learning about AI in informal learning environments? The project will take a design-based research approach, iteratively building on existing exhibit prototypes and testing them in-situ with learners. Data sources and modes of analysis will include retrospective surveys to assess interest, content knowledge gain, creativity, learning talk analysis of audio recordings, and coding of embodied movements in video recordings. Learning talk analysis will identify instances of joint sensemaking during naturalistic interactions with our exhibit to reveal connections between sensemaking talk; learners' behaviors and embodied actions during real-time collaborative knowledge building; and outcomes in knowledge, interest, and creativity measures as elicited in retrospective surveys. The final set of exhibits will be rigorously evaluated with over 500 museum visitors. The key contributions of this work will include a set of rigorously tested exhibits, publicly available exhibit designs, a set of design guidelines for developing AI literacy museum exhibits, and an improved understanding of the relationship between AI-related learning and interest development, embodiment, and creativity.
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TEAM MEMBERS: Brian Magerko Duri Long Jessica Roberts
resource project Informal/Formal Connections
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.

The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
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TEAM MEMBERS: Edward Price Frank Gomez James Marshall Sinem Siyahhan James Kisiel Heather Macias Jessica Jensen Jasmine Nation Alexandria Hansen Myunghwan Shin
resource project Public Programs
The U.S. urgently needs the perspective and knowledge of females who are Latinx and African American in STEM fields. Providing early STEM interest pathways for these populations that are historically underrepresented in STEM fields is critical to creating gender equity in the STEM workforce. There are profound inequities in STEM fields for women of color that impact their interest and persistence in these fields. This Research in Service to Practice project will build important knowledge about early pathways for reducing these inequities by developing early interest in STEM. Gender stereotypes around who can do STEM are one of the sociocultural barriers that contributes to girls’ loss of interest in STEM. These stereotypes emerge early and steer young women away from STEM studies and pursuits. Exposing girls to role models is an effective strategy for challenging stereotypes of who belongs and succeeds in STEM. This project will explore how an afterschool program that combines narrative and storytelling approaches, STEM role models, and family supports, sparks elementary-age girls’ interest in STEM and fosters their STEM identity. The project targets K-5 students and families from underrepresented groups (e.g., Latinx and African American) living in poverty. The project will evaluate an inquiry-based, afterschool program that serves both elementary school girls and boys and explores if adding storytelling components to the out-of-school time (OST) learning will better support girls’ interest in STEM. The storytelling features include: 1) shared reading of books featuring females in STEM; 2) students’ own narratives that reminisce about their STEM experiences; and 3) video interviews of female parents and community members with STEM careers. A secondary aim of this project is to build capacity of schools and afterschool providers to deliver and sustain afterschool STEM enrichment experiences. Museum-based informal STEM experts will co-teach with afterschool providers to deliver the Children’s Museum Houston (CMH) curriculum called Afterschool Science, Technology, Engineering, Arts and Math (A’STEAM). Although A’STEAM has been implemented in over 100 sites and shows promise, to scale-up this and other promising afterschool programs, the team will evaluate how professional development resources and the co-facilitation approach can build afterschool educators' capacity to deliver the most promising approaches.

Researchers at the Children’s Learning Institute (CLI) at UTHealth will partner with Museum-based informal STEM educators at CMH, YES Prep, a high performing charter school serving >95% of underrepresented groups, and other afterschool providers serving mostly underrepresented groups experiencing poverty. Storytelling components that highlight females in STEM will be added to an existing afterschool program (A'STEAM Basic). This derivative program is called A’STEAM Stories. Both instantiations of the afterschool programs (Basic and Stories) include an afterschool educator component (ongoing professional development and coaching), a family component (e.g., home extension activities, in-person, and virtual family learning events), and two age-based groups (K-G2 and G3-G5). Further, the A’STEAM Stories professional development for educators includes training that challenges STEM gender stereotypes and explains how to make science interesting to girls. The 4-year project has four phases. In Phase 1, researchers, CMH, and afterschool educators will adapt the curriculum for scalability and the planned storytelling variation. During Phase 2, the research team will conduct an experimental study to evaluate program impacts on increasing STEM interest and identity and reducing STEM gender stereotypes. To this end, the project’s team will recruit 36 sites and 1200 children across Kindergarten through Grade 5. This experimental phase is designed to produce causal evidence and meet the highest standards for rigorous research. The researchers will randomly assign sites to one of three groups: control, A’STEAM Basic, or A’STEAM Stories. During Phase 3, researchers will follow-up with participating sites to understand if the inclusion of afterschool educators as co-facilitators of the program allowed for sustainability after Museum informal science educator support is withdrawn. In Phase 4, the team will disseminate the afterschool curriculum and conduct two training-of-trainers for local and national afterschool educators. This study uses quantitative and qualitative approaches. Data sources include educator and family surveys, focus groups, and interviews as well as observations of afterschool program instructional quality and analysis of parent-child discourse during a STEM task. Constructs assessed with children include STEM interest, STEM identity, and STEM gender stereotype endorsement as well as standardized measures of vocabulary, science, and math. Findings will increase understanding of how to optimize OST STEM experiences for elementary-age girls and how to strengthen STEM interest for all participants. Further, this project will advance our knowledge of the extent to which scaffolded, co-teaching approaches build capacity of afterschool providers to sustain inquiry-based STEM programs.

This Research in Service to Practice 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.
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TEAM MEMBERS: Tricia Zucker Gloria Yeomans-Maldonado Cheryl McCallum Lance Menster
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. 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 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 has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan