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resource research Media and Technology
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: Teon Edwards Jodi Asbell-Clarke Ibrahim Dahlstrom-Hakki Jamie Larsen Adam Lalor
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 project Public Programs
Mathematizing, Visualizing, and Power (MVP): Appalachian Youth Becoming Data Artists for Community Learning is a three-year Advancing Informal STEM Learning, Innovations and Development, project that focuses on community-centered data exploration catalyzed by youth. The project develops statistical artistry among young people in East Tennessee Appalachian communities and enables these youth to share their data visualizations with their communities to foster collective reflection and understanding. The creative work generated by the MVP project will be compelling in two ways, both as statistical art and as powerful statements giving voice to the experience of communities. Critical aspects of the MVP model include (1) youth learning sessions that position youth as owners of data and producers of knowledge and (2) Community Learning Events that support community learning as youth learning occurs. The MVP project has a primary focus on broadening the STEM participation of underrepresented communities of Appalachia. The project’s mission is to increase the learning and life outcomes of young people and communities of Appalachia by creating a meaningful foundation of data science and collective data exploration. The University of Tennessee partners with Pellissippi State Community College, Drexel University, and the Boys & Girls Club of the Tennessee Valley to bring together a convergent team of community members, practitioners, and professionals, with the expertise to carry out the project. The project will impact approximately 120 youth and 3800 of their East Tennessee community members. The research generated will inform how to engage community members in learning about community issues through the exploration of datasets relevant to participants.

The field of STEM education is in urgent need of knowledge about effective models to inspire community-based data exploration with young people as leaders in these efforts. The MVP project includes engaging youth with meaningful problems, building a discourse community with possibilities for action, re-positioning youth as knowledge producers within their own communities, leveraging linguistic and cultural resources of the youth participants and their communities, and implementing critical events that support substantial interaction between youth, community members, and the data visualizations. MVP builds on the idea that the design of data visualizations requires an understanding of both data science and artistic design. Research will inform the model of community engagement, examine data artists’ identities, and document community learning. The MVP model will be designed, developed, tested, and refined through three cycles of design-based research. The overarching research question guiding these cycles is: What affordances (and delimitations) related to identity and learning does the model provide for MVP Youth and community members? Data sources for the project include: fieldnotes, portfolios created by MVP Youth, youth pre/post interviews, observations of the learning sessions, a project documentary, surveys for youth and community members, interviews with community members, and audience feedback. The National Institute for STEM Evaluation and Research (NISER) will provide formative and summative evaluation about project activities. Formative feedback will be integrated into the ongoing research cycles. The research conducted will inform (1) the community learning model; (2) the integrated pedagogy and curriculum of the MVP Youth learning sessions that emphasize data science through design arts; and, (3) research on community learning and youth identity. Findings will be shared through conferences, academic and practitioner-focused journals, a video documentary, a Summit on Engaging Youth and Communities in Data, and a project website.
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TEAM MEMBERS: Lynn Hodge Elizabeth Dyer Joy Bertling Carlye Clark
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

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.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource research Informal/Formal Connections
Data are the workhorses of the scientific endeavor and their use is rapidly evolving (Haendel, Vasilevsky, and Wirz 2012). Ask almost any scientist about their work, and the conversation will involve the data they collect and analyze. The use of data in science is often captured in science classrooms as an ill-defined link between math and science that may not reflect authentic data practices (Tanis Ozcelik and McDonald 2013). Students often find themselves collecting data to confirm obvious conclusions within highly structured labs, and data become a way for students to demonstrate the
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TEAM MEMBERS: Michael Giamellaro Kari O'Connell
resource project Summer and Extended Camps
The University of Texas at Austin's Texas Advanced Computing Center, Chaminade University of Honolulu (CUH), and the Georgia Institute of Technology will lead this NSF INCLUDES Design and Development Launch Pilot (DDLP) to establish a model for data science preparation of Native Hawaiian and Pacific Islander (NHPI) students at the high school and undergraduate levels. The project is premised on the promise of NHPI communities gaining access to, and the ability to work with, large data sets to tackle emerging problems in the Pacific. Such agency over "big data" sets that are relevant to Pacific issues, and contemporary skills in data science, analytics and visualization have the potential to be transformative for community improvement efforts. The effort has the potential to advance knowledge, instructional pedagogy and practices to improve NHPI high school and undergraduate students performance in and attraction to STEM education and careers.

The project team will work to: 1) Increase interest and proficiency in data science and visualization among NHPI high school and undergraduate students through a summer immersion experience that bridges computation and culture; 2) Build data science capacity at an NHPI serving undergraduate institution (CUH) through creation of a certificate program; and 3) Develop and expand partnerships with other organizations with related goals working with NHPI populations. The month-long summer training for 20 NHPI college students, and five NHPI high school students, takes place at CUH and focuses on data science, visualization, and virtual reality, including working on problem sets that require data science approaches and incorporate geographically, socially- and culturally-relevant research themes.
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TEAM MEMBERS: Kelly Gaither Rosalia Gomez
resource project Media and Technology
This CRPA award deals with inspiring youth to science careers and specifically in space science. The Green Bank Telescope in collaboration with the Pulsar Search Collaboratory, the National Radio Astronomy Observatory, and West Virginia University will develop a documentary film describing what pulsars are, how they are identified, and how youths participate in these investigations and discoveries. Through this experience youths learn aspects of space science, mathematics, physics, and computational science. Several young students have discovered new pulsars. The film will describe the concepts behind pulsars, how they are identified, and how the students can participate. The idea here is that potential students will see that other kids are participating and they may be successful as well. In the film, several well known scientists will be interviewed including Neil degrasse Tyson, Director of the Hayden Planetarium and Dame Jocelyn Bell-Burnell, the lady in Great Britain who discovered the first pulsar. Moreover, they will interview several young scientists who discovered the most recent pulsars through this program. The objectives of this effort are to be inspirational to young people and to engage the public with the concepts of space science and pulsars.
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TEAM MEMBERS: Maura McLaughlin Sue Ann Heatherly Rachel Rosen Sarah Scoles
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 project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource research Media and Technology
This paper describes the integration of handheld computer technology into an existing web-based educational platform, the Web-based Inquiry Science Environment (WISE) and the synergy it produces. This solution facilitated a research program that explores how handheld computers (PDAs, palmtops, etc.) can expand the scope and functionality of inquiry activities in K-12 science and mathematics curriculum. The paper presents the WISE software and curriculum and explains how combining it with handheld technology creates unique educational opportunities. It then goes on to describe the system that
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TEAM MEMBERS: Turadg Aleahmad Jim Slotta
resource project Public Programs
FUSE is a new kind of interest-driven learning experience being developed by researchers at Northwestern University with the goal of engaging pre-teens and teens in science, technology, engineering, arts/design, and mathematics (STEAM) topics while fostering the development of important 21st century skills including adaptive problem solving, creativity, self-directed learning, persistence, and grit. FUSE is now offered in-school, after-school, and on the weekends at 23 different locations in the greater Chicago area. Through FUSE, teens can "hang out, mess around and geek out" with the FUSE set of challenges, the core activities in our Studios. Each challenge uses a leveling up model from gaming and is carefully designed to engage teens in different STEAM topics and skills sets. FUSE currently has 21 challenges in areas such as robotics, electronics, biotechnology, graphic design, Android app development, 3D printing and more. New challenges are always in development. FUSE Challenges can be tackled individually or in groups. Professional scientists, engineers, advanced undergraduates, and graduate students are available as mentors and provide a real-world connection to the concepts learned and practiced through the challenges. All challenges result in digital media artifacts that are shared online for peer review, remixing, expert judging, and collaboration. We designed the FUSE program to appeal to the interests of all young people, especially those youth who are not interested in or don't think of themselves as "good at" math and science in school. FUSE challenges provide a new way to explore science, technology, engineering, arts and design, and math in a fun and relaxed way. FUSE is based on many years of research in the learning sciences by faculty in School of Education and Social Policy at Northwestern University.
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TEAM MEMBERS: Northwestern University Maggie Waldron Reed Stevens Kemi Jona
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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