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resource project Media and Technology
Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each.

A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
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TEAM MEMBERS: Chris Schmidt
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 project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will develop and research, as a feasibility study, a series of art-inclusive, pop-up Science, Art, Technology, Engineering, and Mathematics (STEAM) makerspaces in a high-poverty, primarily rural county in Oklahoma. A makerspace is a collaborative work space inside a library, school or other community space for making, learning, exploring and sharing that uses high tech to low tech tools. The makerspaces will be temporary workshops that are developed through a community planning process that assesses the needs and interests of citizen stakeholders. Scientists, artists and other experts will work together with the community to design a series of thematic pop-up makerspace sessions. The project builds a collaborative infrastructure and capacity for small and rural communities by bringing together resource providers and experts to identify and design science-oriented challenges. Long-term benefits for participants include sustained focus on new approaches for civic engagement through STEAM-driven making which could foster new role identities pertaining to science and art. The project deliverables include: (1) a theoretically informed model to build a community's capacity to collaborate toward fostering civic engagement through science-oriented pop-up makerspaces, (2) Pop-Up STEAM Studio makerspaces, (3) training for pop-up facilitators, and (4) visual documentation panels and web-based digital stories to communicate progress and process.

Project research will enhance knowledge-building of the process of developing a science-oriented community challenge that embraces STEAM and making. A key contribution of the proposed project will be the generation of insights into how community members establish consensus around the joint goal of designing, documenting, and facilitating integrated art and science making activities to address and communicate the challenge. Research will focus on the roles participants take when engaging in the making process through an identity-based model of motivated action. Analysis of advisory board meeting artifacts and focus group data will allow the researchers to identify processes of negotiation and consensus building at the collective level and in relation to each issue to which the group attends. Emergent themes (such as negotiation, shared learning, idea or project revisions, diverse perspectives coming to consensus, etc.) will be examined across individual and group units of analysis, from all data sources, and through the congruent theoretical lenses of role identity theory and negotiated learning pedagogy. The research outcomes should inform efforts to build infrastructure and capacity of community resources by providing a model for developing collaborative pop-up makerspaces.

This 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: Sheri Vasinda Joanna Garner Stephanie Hathcock Rebecca Brienen
resource project Public Programs
The Free Library of Philadelphia Foundation will create on-the-floor makerspaces in libraries in underserved neighborhoods in North Philadelphia. These spaces will help local residents of all ages to gain access to technology and participatory education, and encourage creative applications and collaborative projects. Mentors will guide multigenerational community members as they create cross-disciplinary, interest-driven electronic art projects; build interest and knowledge in STEAM (Science, Technology, Engineering, Art, and Mathematics), and use tools and skills to create and share artifacts that reflect their identities and communities. Through the act of making, participants of all ages will have the opportunity to design meaningful digital and physical objects that capture the richness and diversity of their neighborhoods. These place-based, interest-driven, and mentor-guided makerspaces will provide a replicable, scalable model for libraries and museums nationally.
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TEAM MEMBERS: Siobhan Reardon
resource project Public Programs
This University of Wisconsin System will conduct research to understand how the Madison Public Library (MPL) is building a production-oriented approach to literacy and learning through their maker-focused program, the Bubbler. On a national level, this project speaks to educational research communities, professionals, members of informal learning institutions, and organizers of designed makerspaces. At the local level, it addresses underserved populations in the Madison area and MPL in evaluating and developing the Bubbler. Findings will be shared through conference presentations, journal articles, and networks of library professionals.
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TEAM MEMBERS: Rebekah Willett