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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 Higher Education Programs
The project team published a research synopsis article with Futurum Science Careers in Feb 2023 called “How Can Place Attachment Improve Scientific Literacy?”
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TEAM MEMBERS: Julia Parrish Benjamin Haywood
resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
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TEAM MEMBERS:
resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Programming includes Neighborhood Walks led by teams of scientists/engineers and artists Community Workshops, Local Artist Projects, and Youth Mentorship focused on neighborhood and citywide water issues Intergenerational participation, from seniors and adult learners to young adults, teens, and middle schoolers
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resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Dinosaurs of Antarctica is a giant screen film and outreach project that documents the work of NSF-funded researchers on expeditions to Shackleton Glacier during the 2017-2018 field season. This immersive film and companion television special will bring the past to life and engage the public, and particularly students in middle grades (6-9), with polar science through appealing, entertaining media experiences and informal learning programs. The film serves as a companion for the synonymous Antarctic Dinosaurs museum exhibition
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TEAM MEMBERS: Deborah Raksany Andy Wood Karen Elinich
resource research Media and Technology
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
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TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
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 research, approaches and resources for use in a variety of settings. The uses of technologies in emergency management and public safety are emerging rapidly, but it could take years for school STEM curricula to catch up with the technologies that are already being deployed in the field. Informal learning environments, such as Teen Science Cafés, provide a compelling venue for youth learning about rapidly-developing STEM fields such as technology. The floods and devastation caused by Hurricane Harvey provide a timely learning opportunity for them. This project, in addition to developing new materials for learning about technologies, will provide much-needed baseline research on teens' understanding of technology, technology careers, and emergency preparedness. Leveraging the robust platform of the NSF-funded Teen Science Café, the Maine Mathematics and Science Alliance will build upon its existing partnership with Science Education Solutions to develop and implement a package of educational activities, tools, and resources for a Teen Science Café that is focused on community flood events and response, using Hurricane Harvey as a model and case study. The materials will focus on advances in sensor technology, data visualization, social media, and other mobile communication apps used to detect, monitor and respond to flooding and natural disasters. The package of materials will be embraced by 20 sites in Maine. The goal is to engage at least 600 youth in themed Cafés focusing on how technology was used to respond to Harvey and is being used to manage and respond to flooding more generally. An important related goal is to conduct baseline research on what teens currently know about the flood-related technologies, as well as what they learn about it from this experience derived from recent floods in Texas, Florida, and the Caribbean islands.

A research goal of our work was to collect baseline information on teens’ level of knowledge about the role of technology in responding to a variety of natural disasters. To our knowledge, the field has not developed measures of knowledge of this increasingly important domain. We developed a quick and easy-to-administer 10-item multiple-choice measure, which we presented as a “trivia game” to be done sometime during the 90-minute Café. We did not track pre- to post-café changes in knowledge, because the Cafés emphasized very different pieces of technology as well as different types of natural disasters. Rather, we wished to establish a starting point, so that other researchers who are engaged in ERT efforts with teens have both an instrument and baseline data to use in their work.

A sample of 170 youth completed the questionnaire. The average correct response rate was 4.2 out of 10, only slightly higher than the chance of guessing correctly (3 out of 10). This suggests teens have limited baseline knowledge of Emergency Response Technology and our Cafés therefore served an important purpose given this lack of knowledge. Indeed, for half of the questions at least one incorrect answer was selected more often than the correct answer! Note that there were no statistically significant correlations between age and gender and rates of correct answers.

Three things are clear from our work: 1) Youth need and want to know about the vital roles they can play by learning to use technology in the face of natural disasters; 2) Teens currently know little about the uses of technology in mitigating or responding to disasters; and 3) Teen Science Cafés provide a timely and relatively simple way of sparking interest in this topic. The project showed that it is possible to empower youth to become involved, shape their futures, and care for their communities in the face of disasters. We plan to continue to expand the theme of Emergency Response Technology within the Teen Science Café Network. Reaching teens with proactive messages about their own agency in natural disasters is imperative and attainable through Teen Science Cafés.
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TEAM MEMBERS: Jan Mokros
resource project Public Programs
The University of Guam (UOG) NSF INCLUDES Launch Pilot project, GROWING STEM, addresses the grand challenge of increasing Native Pacific Islander representation in the nation's STEM enterprise, particularly in environmental sciences. The project addresses culturally-relevant and place-based research as the framework to attract, engage, and retain Native Pacific Islander students in STEM disciplines. The full science, technology, engineering and mathematics (STEM) pathway will be addressed from K-12 to graduate studies with partnerships that include the Guam Department of Education, Humatak Community Foundation, Pacific Post-Secondary Education Council, the Guam Science and Discovery Society, the Society for the Advancement of Chicanos/Hispanics and Native Americans in Science (SACNAS) and the University of Alaska-Fairbaanks. As the project progresses, the project anticipates further partnerships with the current NSF INCLUDES Launch Pilot project at the University of the Virgin Islands.

Pilot activities include summer internships for high school students, undergraduate and graduate research opportunities through UOG's Plant Nursery and the Humatak Community Foundation Heritage House. STEM professional development activities will be offered through conference participation and student research presentations in venues such as the Guam Science and Discovery Society's Guam Island-wide Science Fair and SACNAS. Faculty will be recruited to develop a mentoring protocol for the project participants. Community outreach and extension services will expand public understanding in environmental sciences from the GROW STEM project. Project metrics will include monitoring the diversity of partners, increases in community engagement, Native Pacific Islander participation in STEM activities, the number of students who desire to attain terminal STEM degrees and the number of community members reached by pilot STEM extension and outreach activities. Dissemination of the GROWING STEM pilot project results will occur through the NSF INCLUDES National Network, partner annual conferences, and local, regional and national STEM conferences.
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TEAM MEMBERS: John Peterson Cheryl Sangueza Else Demeulenaere Austin Shelton
resource project Public Programs
This project is a Design and Development Launch Pilot (DDLP) of the NSF INCLUDES program. The goal of the project is to enhance the knowledge and applicability of science, technology, engineering, and mathematics (STEM) for a broad cross-section of people living in the U.S,-Affiliated Pacific Islands. The focus will be on water resources, which is an extremely important topic for this region and equally relevant nationally. The project will engage local community groups and schools in water monitoring, sampling, and analysis, in order to promote the benefits of science education and careers among a population that is underrepresented in these areas. Moreover, the project will improve the capabilities of the island residents for making decisions about sustainable use and protection of these scarce resources. A functioning network will be established among the islands that will have a positive impact on the health and well-being of the residents.

This project will use water as a highly relevant topic in order to involve a wide range of individuals in both general STEM learning and the basic scientific principles as applied to water resources. Specific aspects include engaging K-12, higher education, informal educators and community members to manage water resources in a sustainable fashion that will reduce disaster risk. In addition, the project will empower local communities through water literacy to make better informed, evidence-based decisions that balance the needs of diverse stakeholder groups. The overarching goal is to further advance the inclusion of underrepresented learners in STEM fields. Benefits to society will accrue by: increasing STEM learning opportunities for ~6,500 students from underserved and underrepresented Indigenous Pacific Islanders that will enhance their eligibility for STEM careers; building community resiliency through a collective impact network to resolve emerging water crises; and fostering collaboration among different constituencies in remote communities to make better-informed decisions that reflect the needs and constraints of diverse interests.
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TEAM MEMBERS: Ming Wei Koh Ethan Allen
resource project Media and Technology
In this project, education researchers, environmental scientists, and educators will develop a computer tool to let STEM educators and curriculum developers build local environmental science models. The system will use data about land use to automatically construct map-based simulations of any area in the United States. Users will be able to choose from a range of environmental and economic issues to include in these models. The system will create simulations that ask students to change to patterns of land use -- for example, increasing land zoned for housing, or open land, or industrial development -- to try to meet environmental and social goals. As a result, students will be able to learn about the interaction of environmental and economic issues relevant to their own city, town, neighborhood, or region. These map-based simulations will be incorporated into an existing science, technology, engineering, and mathematics (STEM) education tool, Land Science, in which learners work in a fictional planning office to study how zoning affects economic and environmental issues in a community. Research has shown that Land Science is mode effective when learners are exploring issues in an area near their home, and the current study will investigate how and why local simulations improve environmental science learning. This project is funded by the Advancing Informal STEM Learning (AISL) program which supports work to enhance learning in informal environments by funding innovative research, approaches, and resources for use in a variety of settings.

In this project, the research team will build, test, and deploy a toolkit that will allow informal STEM educators and developers of informal STEM programming to easily adapt an existing environmental science learning environment, which consists of a place-based virtual internship in urban planning and ecology, to their local contexts, learning objectives, and learner populations. Land Science is a virtual internship in which young people explore the environmental and socio-economic impacts of land-use decisions. To do so, they play the role of interns at an urban planning firm developing a new land-use proposal for the city of Lowell, Massachusetts: they read reports, virtually visit sites, determine stakeholder priorities, and use a geographic information system (GIS) model to evaluate the socio-economic and environmental impacts of land-use choices. No one plan can satisfy all stakeholders, so learners must compromise to create an effective plan and justify their decisions. Land Science has been shown to improve civic engagement, interest in eco-social issues, and understanding of scientific models, but it is most effective when the location of the virtual internship is in or near the learners' home town. To improve the accessibility and impact of this effective learning intervention, the interdisciplinary research team, which includes learning scientists, land-use experts, and informal STEM educators, will develop a Local Environmental Modeling toolkit, which will allow educators to change the location of the simulation and the stakeholder groups, zoning codes, and environmental and socio-economic indicators included in the land-use model. The system will ensure that the model produced is functional, realistic, and appropriately complex. The localized versions of Land Science produced by informal STEM educators will be used in a range of contexts and locations, allowing the research team to study the effects of an online, place-based learning intervention on environmental science learning, STEM interest and motivation, and civic engagement.
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TEAM MEMBERS: David Shaffer Kristen Scopinich Holly Gibbs Jeffrey Linderoth
resource project Media and Technology
This project is developing and implementing a strong environmental literacy and science education program to accompany NOAA's Science on a Sphere (SOS) at The National Maritime Center's Nauticus museum. The program will use the SOS as a focal point to support learning about global oceanic and atmospheric circulations and their effect on local environments. The team is creating real-time global displays of environmental phenomena for the SOS from the expansive University of Wisconsin environmental satellite database. Computer visualization systems and user-driven interactive displays will allow viewers to move from global scale to regional and local scale in order to explore specific features of the phenomena being visualized and to understand them in greater detail. The displays will be integrated with high quality education materials that are aligned with national standards and specifically address the NOAA Education Strategic Plan. The teaming of the University of Wisconsin, Hampton University, and the National Maritime Center offers the opportunity to expose students from ethnic minority groups to various NOAA career paths and help produce graduates with solid technical backgrounds.
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TEAM MEMBERS: Steven Ackerman John Anderson
resource project Public Programs
Children in the Norfolk, Va., area will inherit the second highest sea level rise on the East Coast. In response, the non-profit Elizabeth River Project will prepare one of the first comprehensive youth education programs on climate change resilience on this coast. The Elizabeth River Project, working since 1993 to restore the environmental health of the urban Elizabeth River, will deploy its Dominion Virginia Power Learning Barge, “America’s Greenest Vessel,” and its new urban park, Paradise Creek Nature Park, to empower 21,000 K-12 students over three years to become informed decision makers and environmental stewards, prepared to adapt to rising seas. The project primarily will reach under-served schools in Norfolk and adjoining Portsmouth, Va. Lead science partner will be Old Dominion University, on the forefront of climate change research. Other partners include the Chrysler Museum of Art, ground zero for street flooding that has become routine in Norfolk. A youth strategy for the Elizabeth River “watershed” or drainage area will be disseminated nationally internationally by the City of Norfolk through its participation as one the Rockefeller Foundation’s 100 Resilient Cities. The youth strategy will be used by Norfolk to complement its Norfolk Resilience Strategy, prepared so far with adults in mind.
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TEAM MEMBERS: Robin Dunbar