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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: Andrew Coy Foad Hamidi
resource research Public Programs
Making as a term has gained attention in the educational field. It signals many different meanings to many different groups, yet is not clearly defined. This project’s researchers refer to making as a term that bears social and cultural impact but with a broader more sociocultural association than definitions that center making in STEM learning. Using the theoretical lenses of critical relationality and embodiment, our research team position curriculum as a set of locally situated activities that are culturally, linguistically, socially, and politically influenced. We argue that curriculum
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TEAM MEMBERS: Veronica Oguilve Wen Wen Em Bowen Yousra Abourehab Amanda Bermudez Elizabeth Gaxiola Jill Castek
resource research Public Programs
Described by Wohlwend, Peppler, Keune and Thompson (2017) as “a range of activities that blend design and technology, including textile crafts, robotics, electronics, digital fabrication, mechanical repair or creation, tinkering with everyday appliances, digital storytelling, arts and crafts—in short, fabricating with new technologies to create almost anything” (p. 445), making can open new possibilities for applied, interdisciplinary learning in science, technology, engineering and mathematics (Martin, 2015), in ways that decenter and democratize access to ideas, and promote the construction
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TEAM MEMBERS: Jill Castek Michelle Schira Hagerman Rebecca Woodland
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
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TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
resource evaluation Afterschool Programs
In 2017, Concord Evaluation Group (CEG) conducted a summative evaluation of Design Squad Global (DSG). DSG is produced and managed by WGBH Educational Foundation. WGBH partnered with FHI 360, a nonprofit human development organizations working in 70 countries, to implement DSG around the globe. In the DSG program, children in afterschool and school clubs explored engineering through hands-on activities, such as designing and building an emergency shelter or a structure that could withstand an earthquake. Through DSG, children also had the chance to work alongside a partner club from another
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TEAM MEMBERS: Christine Paulsen Marisa Wolsky Sonja Latimore Steven Ehrenberg
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource research Media and Technology
The authors present an exploratory study of Black middle school boys who play digital games. The study was conducted through observations and interviews with Black American middle school boys about digital games as an informal learning experience. The first goal of the study is to understand the cultural context that Black students from economically disadvantaged inner-city neighborhoods bring to playing digital games. The second goal of the study is to examine how this cultural context affects the learning opportunities with games. Third, the authors examine how differences in game play are
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TEAM MEMBERS: Betsy James DiSalvo Kevin Crowley Roy Norwood
resource project Public Programs
Michigan Technological University will collaborate with David Heil and Associates to implement the Family Engineering Program, working in conjunction with student chapters of engineering societies such as the American Society for Engineering Education (ASEE), the Society of Hispanic Professionals (SHP) and a host of youth and community organizations. The Family Engineering Program is designed to increase technological literacy by introducing children ages 5-12 and their parents/caregivers to the field of engineering using the principles of design. The project will reach socio-economically diverse audiences in the upper peninsula of Michigan including Native American, Hispanic, Asian, and African American families. The secondary audience includes university STEM majors, informal science educators, and STEM professionals that are trained to deliver the program to families. A well-researched five step engineering design process utilized in the school-based Engineering is Elementary curriculum will be incorporated into mini design challenges and activities based in a variety of fields such as agricultural, chemical, environmental, and biomedical engineering. Deliverables include the Family Engineering event model, Family Engineering Activity Guide, Family Engineering Nights, project website, and facilitator training workshops. The activity guide will be pilot tested, field tested, and disseminated for use in urban, suburban, and rural settings. Strategic impact will result from the development of content-rich engineering activities for families and the dissemination of a project model that incorporates the expertise of engineering and educational professionals at multiple levels of implementation. It is anticipated that 300 facilitators and 7,000-10,000 parents and children will be directly impacted by this effort, while facilitator training may result in more than 27,000 program participants.
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TEAM MEMBERS: Neil Hutzler Eric Iversen Christine Cunningham Joan Chadde David Heil