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resource project Public Programs
The Math, Engineering, Science Achievement (MESA) outreach programs are partnerships between K-12 schools and higher education in eight states that for over forty years introduce science, mathematics and engineering to K-12 students traditionally underrepresented in the discipline. This exploratory study examines the influences that those MESA activities have on students' perception of engineering and their self-efficacy and interest in engineering and their subsequent decisions to pursue careers in engineering. The MESA activities to be studied include field trips, guest lecturers, design competitions, hands-on activities and student career and academic advisement.

About 1200 students selected from 40 MESA sites in California, Maryland and Utah are surveyed with instruments that build on those used in prior studies. Focus groups with a randomly selected subset of the students provide follow-up and probe the influence of the most promising activities. In the first year of the project the instruments, based on existing instruments, are developed and piloted. Data are taken in the second year and analyzed in the third year. A separate evaluation determines that the protocols are reasonable and are being followed.

The results are applicable to a number of organizations with similar aims and provide information for increasing the number of engineers from underrepresented populations. The project also investigates the correlation between student engagement in MESA and academic performance. This project provides insights on activities used in informal settings that can be employed in the classroom practice and instructional materials to further engage students, especially student from underrepresented groups, in the study of STEM.
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TEAM MEMBERS: Christine Hailey Cameron Denson Chandra Austin
resource project Professional Development, Conferences, and Networks
QuarkNet is a national program that partners high school science teachers and students with particle physicists working in experiments at the scientific frontier. These experiments are searching for answers to fundamental questions about the origin of mass, the dimensionality of spacetime and the nature of symmetries that govern physical processes. Among the experimental projects at the energy frontier with which QuarkNet is affiliated is the Large Hadron Collider, which is poised at the horizon of discovery. The LHC will come on line during the 5-years of this program. QuarkNet is led by a group of teachers, educators and physicists with many years of experience in professional development workshops and institutes, materials development and teacher research programs. The project consists of 52 centers at universities and research labs in 25 states and Puerto Rico. It is proposed that Quarknet be funded as a partnership among the ESIE program of EHR; the Office of Multidisciplinary Activities and the Elementary Particle Physics Program (Division of Physics), both within MPS; as well as the Division of High Energy Physics at DOE.
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TEAM MEMBERS: Mitchell Wayne Randal Ruchti Daniel Karmgard
resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
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TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource project Professional Development, Conferences, and Networks
Taking NPASS (National Partnerships for Afterschool Science) to Scale builds on a previously funded effort (DRL 0515549) designed to provide professional development for out-of-school time (OST) science trainers, administrators, and frontline staff in collaboration with the California School-Age Consortium, the Georgia Afterschool Investment Council, The After-School Institute, Minnesota School Age Child Care Alliance, University of Missouri-Columbia, University of New Hampshire, and the Ohio Child Care Resource and Referral Association. Rutgers University-New Brunswick. The primary target audiences for this project are OST science trainers, administrators of statewide OST networks and frontline staff as well as youth participating in afterschool programs, most of whom are from traditionally underserved and economically challenged groups. Deliverables include three-day, semi-annual train-the-trainer institutes; annual seminars for NPASS leaders; professional development tools; science kits; and the NPASS website. The project design consists of four levels of management and delivery. At Level 1, the NPASS2 primary partners, EDC and the Boston Children's Museum, provide three-day state-based OST Science Trainer Institutes on a semi-annual basis. The Science Trainer Institutes combine hands-on experience with pedagogical training in informal science learning, youth development, and the logistics of working with OST sites. During Level 2, the eight State Leadership Teams recruit two cohorts of OST practitioners to attend Science Trainer Institutes. The new Science Trainers then identify OST sites to attend a series of half-day science trainings in Level 3. Each session introduces and models new science projects for use in afterschool settings, including the NSF-funded Design It! or Explore It! materials. Finally, at Level 4, OST sites serving children from predominantly underserved and underrepresented populations are invited to join the NPASS2 initiative. OST sites receive a materials kit and guide for the activities at each training session. It is estimated that as many as 10 OST state leaders and 100 science trainers will be reached at 750 community sites serving 22,000 youth. The combined intervention has the potential to change the OST landscape. The project evaluation to be conducted by the Goodman Research Group (GRG) employs a longitudinal design to determine participants' growth over time and the magnitude of change among the variables. The formative evaluation is designed to assess the development of the project's deliverables while the summative evaluation focuses on professional audience impacts. The NPASS2 summative evaluation examines the OST science trainers, OST state network administrators, youth workers, and site administrators through a baseline survey, in addition to annual questionnaires and interviews of network administrators and OST site administrators. The pre-post design measures changes in trainers' understanding, attitudes, behavior, and skills related to informal STEM education research or practice. To maximize the efficiency and authenticity of the evaluation, GRG will use the SET/STEM Leader Competencies Rubric currently being developed jointly by EDC in collaboration with the National 4-H Council\'s SET PD Committee.
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TEAM MEMBERS: Charles Hutchison Timothy Porter Ellen Gannett
resource project Media and Technology
Tornado Alley is a large-format 2D/3D film and comprehensive outreach program exploring the science behind severe weather events. The project focuses on cutting-edge developments in the fields of meteorology and earth science, demonstrating weather monitoring technologies. The project spotlights the current research of the VORTEX 2 (V2) project--the most ambitious effort ever to understand the origins, structure and evolution of tornadoes. The principle target audiences are science museum audiences, with additional special attention to under-served, rural mid-western communities, which will be served by digital 3D screenings. The film will be produced by Graphic Films and Giant Screen Films and distributed by Giant Screen Films. The Franklin Institute will create and manage outreach to professional audiences. Informal Learning Solutions will conduct formative evaluation; RMC Research Corporation will conduct summative evaluation of the project. The film, produced by Paul Novros (PI) and directed by Sean Casey, will collaborate closely with the V2 team, led by Dr. Josh Wurman, and consult with the project advisors to assure clarity and accuracy of the science being presented. A distance-learning initiative to serve educators--both formal and informal--will be managed by Karen Elinich (co-PI) of The Franklin Institute. The project's innovative outreach strategies leverage the mobility of the tornado intercept vehicle (TIV) built by Sean Casey, and the Doppler on Wheels and MGAUS (weather balloon vehicles) to bring scientists and weather-monitoring technology into direct contact with audiences. Outreach to underserved audiences, especially rural audiences, will provide opportunities for interactions with V2 PIs and their students, who serve as role models in science careers. In addition, cyber infrastructure will allow groups of educators to interact remotely with V2 researchers and experience visualizations of weather data. The film and ancillary materials will be translated into Spanish. The project serves as a model for the dissemination of the methods and results of a specific major NSF hard-science research endeavor to the general public through ISE products and activities. The goal of the project is for the audience to increase their knowledge and understanding of the scientific process, learn what meteorologists do, what technologies are used in meteorology and weather science and the factors and forces in meteorological events. It is intended that young audience members will also develop and interest in weather science and potential careers in science and engineering. In the first five years of the film\'s release, the audience is anticipated at 7 million plus. In addition, the live outreach events are expected to engage approximately 40,000-60,000 individuals.
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TEAM MEMBERS: Paul Novros Karen Elinich
resource project Public Programs
The Community Collaborative Rain, Hail and Snow (CoCoRaHS) network is an existing backyard citizen science project that is enhancing the research efforts of scientists and promoting climate literacy among the public by engaging volunteers in precipitation-monitoring activities. More than 14,000 volunteer citizen scientists of all ages in 50 states currently measure precipitation from their homes, schools, public areas and businesses using rain gauges, snow rulers and hail pads, and then post their data to the CoCoRaHS website. Building on this work, the current Broad Implementation project is enhancing CoCoRaHS' network and making it possible for more people from across the country to monitor precipitation. The enhancements include (1) installing a new generation of data entry, storage, management, analysis and visualization tools, (2) collecting evapo-transpiration data to improve scientists' water cycle models, (3) revising and creating new citizen science training materials (print and multimedia), (4) expanding national collaboration and outreach via integration of social networking and mobile device technologies, and (5) developing a standards-aligned K-12 education outreach component that has a national reach. Citizen scientists are being equipped and trained to be neighborhood climate data analysts and are provided with new tools for data analysis and inquiry learning. The enhancements will allow new collaborations between museums and science centers, targeted outreach to underserved audiences, and recruitment of thousands of new volunteers for the CoCoRaHS network. Through a partnership with the National Association of Conservation Districts, the project will conduct educational outreach to all 3,140 counties in the country. Anticipated results include increased numbers of people, particularly younger people, participating in precipitation-monitoring activities, and increased participant knowledge, skills, interest, and involvement in climate science and scientific inquiry. Building the project's capacity to involve 20,000-50,000 more volunteers across nation will increase the density of precipitation-monitoring stations, providing scientists with higher quality weather data.
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TEAM MEMBERS: Nolan Doesken
resource project Media and Technology
The ScienceMakers: African Americans and Scientific Innovation is a three-year project designed to increase awareness of the contributions of African American scientists, raise awareness of STEM careers, and increase understanding of STEM concepts through the creation of education, media, and career resources. The project team is supplemented with an extensive advisory board of STEM education, museum, and community professionals, as well as representatives from partnering science centers. Project partners include the St. Louis Science Center, Liberty Science Center, New York Hall of Science, Pacific Science Center, Franklin Institute, COSI Columbus, Lawrence Hall of Science, SciWorks, Detroit Science Center, and MOSI Chicago. Additional collaborators include middle and high schools with high minority populations. Project deliverables include a fully accessible multi-media archive of video oral histories of 180 African American scientists and web resources and contests utilizing Web 2.0 and 3.0 applications such as social networking tools that foster engagement and build community around the ScienceMakers. Public programs for youth and adults at science museums, after-school programs, and community organizations highlight African American contributors, and encourage interest in science and science careers and the ScienceMakers DVD Toolkit expand the reach of this innovative project. Intended impacts for youth and adults consist of increased awareness of STEM concepts and career options, exposure to African American scientists, awareness of the contributions of minority scientists, and 21st century skills. Intended impacts on professional audiences include increased awareness and understanding of STEM careers and workforce diversity, 21st century skills, and STEM career options. The project evaluation, conducted by Knight-Williams Research Communications, utilizes a mixed-methods approach. The evaluation assesses the impact of the oral history archive, public programs, and other deliverables on public and professional audiences' knowledge, interest, and awareness of the contributions of African American scientists, STEM concepts, and STEM careers. The evaluation also includes an ethnography which examines factors that contribute to success in STEM careers by African-American scientists. The ScienceMakers significantly expands the world\'s largest searchable oral history archive and may have an enduring impact on research and practice in the field of informal science education. The project has the potential to enrich programs and exhibits, while raising awareness of the contributions of African-American scientists among informal science education professionals and the general public.
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TEAM MEMBERS: Julieanna Richardson Alison Bruzek
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource project Exhibitions
The Smithsonian Institution Astrophysical Obervatory will develop the Black Hole Experiment Gallery, a 2,500 sq ft traveling exhibition that will let visitors explore recent breakthroughs in astronomical research on black holes. Intended audience impacts are to deepen understanding of the nature of scientific discovery, enhance interest in and knowledge of our unfolding universe, and foster appreciation of a broader view of science. The exhibition will be accompanied by a portfolio of educational materials and programs, and website. The exhibition will provide a testbed of emerging networking and personalization technologies. Based on partnerships with community-based programs in Oakland, Baltimore, and Boston, underserved teens will assist in the development of exhibits and programs. A video case study for science museum staff professional development will document the exhibition development and decision-making processes used. This exhibition will travel to 9 to 12 science centers on a national tour, reaching some 1.5 million visitors.
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TEAM MEMBERS: Roy Gould Mary Dussault
resource project Media and Technology
Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity? Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won?t just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a ?promising practice? for increasing gender diversity in IT.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney
resource project Public Programs
WaterBotics is the underwater robotics curriculum and program that is being disseminated to four regions through a National Science Foundation grant, in collaboration with national and state partners. Its goal is to provide hands-on experiences for middle and high school age youth to engineering design, information technology tools, and science concepts, and to increase awareness and interest in engineering and IT careers. The curriculum, which can be used either in traditional classroom settings or in after-school and summer-camp situations, is problem-based, requiring teams of students to work together to design, build, test, and redesign underwater robots, or “bots” made of LEGO® and other components. Students use the NXT and LEGO Mindstorms® software to program their robots to maneuver in the water, thereby gaining valuable experience with computer programming. Teams must complete a series of increasingly sophisticated challenges which culminates with a final challenge that integrates learning from the prior challenges.
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TEAM MEMBERS: Stevens Institute of Technology Mercedes McKay Patricia Holahan
resource project Public Programs
The primary purpose of the STARS: Strengthening Teaching, Awareness and Resources in Science project from the Challenger Learning Center of the San Joaquin Valley is to build upon the CLC's resources and partnership in order to maximize the impact of informal science education in creating a STEM pipeline for the San Joaquin Valley region.  The goals are to promote lifelong learning among the general public regarding STEM fields and NASA's contribution to American society through a series of high-profile community events, strengthen K-12 partnerships to ensure the long-term utilization of the CLC as a STEM education resource, and further develop the CLC's partnership with the University of California Merced to ensure continuity of the STEM pipeline from K-12 to higher education, integrating informal science education to inspire students to pursue STEM learning throughout this progression.
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TEAM MEMBERS: Amanda Hartman