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resource project Professional Development, Conferences, and Networks
Data science is ever-present in modern life. The need to learn with and about data science is becoming increasingly important in a world where the quantity of data is constantly growing, where one’s own data are often being harvested and marketed, where data science career opportunities are rapidly increasing, and where understanding statistics, data sources, and data representation is integral to understanding STEM and the world around us. Museums have the opportunity to play a critical role in introducing the public to data science concepts in ways that center personal relevance, social connections and collaborative learning. However, data science and statistics are difficult concepts to distill and provide meaningful engagement with during the brief learning experiences typical to science museums. This Pilot and Feasibility study brings together data scientists, data science educators, and museum exhibit designers to consider these questions:


What are the important data science concepts for the public to explore and understand in museum exhibits?
How can museum exhibits be designed to support visitors with diverse backgrounds and experiences to engage with these data science concepts?
What principles can shape these designs to promote broadening participation in data science specifically and STEM more broadly?



This Pilot and Feasibility project combines multidisciplinary expert convening, feasibility testing, and early exploratory prototyping around the focal topic of data science exhibits. Project partners, TERC, the Museum of Science, Boston, and The Tech Interactive in San Jose will engage in an iterative process to develop a theoretical grounding and practical guidance for museum practitioners. The project will include two convenings, bringing together teams of experts from the fields of data science, data science education and museum exhibit design. Prior to the first convening, an initial literature summary and a survey of convening participants will be conducted, culminating in a preliminary list of big ideas about data science. Periodically, participants will have the opportunity to rank, annotate and expand this list, as a form of ongoing data collection. During the convenings, participants will explore the preliminary list, share related work from the three disciplines, engage with related data science activities in small groups, and work together to build consensus around promising data science topics and approaches for exhibits. Participant evaluation will allow for iterative improvement of the convenings and the capture of missed points or overlooked topics. After each convening, museum partners will create prototypes that respond to the convening conversations. Prototypes will be pilot tested (evaluated) with an intentionally recruited group of families that includes both frequent visitors and those who are less likely to visit the museum; diversity in terms of race, languages and dis/ability will be reflected in selection. Pilot data collection will consist of structured observations and interviews. Results from the first round of prototyping will be shared with convening participants as a way to modify the list of big ideas and to further interrogate the feasibility of communicating these ideas in an exhibit format. Results from the convenings and from both rounds of prototyping will be combined in a guiding document that will be shared on all three partner websites, and more broadly with the informal STEM learning field. The team will also host a workshop for practitioners interested in designing data science exhibits, and present at a conference focused on museum exhibits and their design.
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TEAM MEMBERS: Andee Rubin
resource project Professional Development, Conferences, and Networks
The New York Hall of Science (NYSCI) will convene a two-day participatory design conference of to identify research and education opportunities in informal settings for supporting literacy concerning Artificial Intelligence (AI), especially for diverse and underserved youth whose communities are impacted by the bias in some AI processes. AI uses computer systems that simulate human intelligence. AI systems impact nearly every aspect of daily living, performing tasks underlying navigation apps, facial recognition, e-payments, and social media. AI can perpetuate inequities and biased outcomes in the culture at large. The conference will explore how to promote engagement and conceptual learning among youth about how AI works and what skills are needed to critically use and apply AI. The conference will also explore ways to support the interests of diverse and underserved children and youth in shaping AI and joining the growing STEM workforce that will use AI in their professions.

The conference will identify key features and needs with respect to AI literacy and explore the specific roles that informal learning can play in advancing AI literacy for youth in diverse and underserved communities. Participants in the conference will include designers, learning scientists, researchers, informal and formal educators, and science center professionals. Attendees will work in separate teams and as a group to explore and critique existing AI tools and learning frameworks, discuss lessons learned from promising AI literacy programs, and identify design principles and future directions for research. Specific attention will be paid to informal mechanisms of engagement, promising networks, and research-practice partnerships that take advantage of the unique affordances of informal learning and community services to accelerate AI literacy for historically excluded youth. The insights gained from this work will result in a set of research and programmatic priorities for informal institutions to promote AI literacy in culturally responsive ways. The resulting published guide and community events will broadly disseminate priorities and design principles generated by this convening to help informal learning institutions and community learning organizations identify both assets and priorities for addressing diversity, equity, access, and inclusion issues related to AI literacy.
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TEAM MEMBERS: Stephen Uzzo Dorothy Bennett Anthony Negron
resource project Media and Technology
Mid-America Science Museum will implement a professional development program for its education staff and those from member museums of the Arkansas Discovery Network. Museum staffers will participate in a series of three day-long workshops on robotics, app development, and microprocessors. Workshop follow-up will be in the form of strategically scheduled internet-based meetings, an online community, and various methods of evaluation. The program will provide up-to-date professional development and training in newer technologies for educators in the museum and from across Arkansas. Training will encourage these educators to develop their own activities to increase audience engagement and use modern technology to create powerful professional development opportunities for teachers. The project will advance the museum's strategic goal of being a leader in informal science education and creating professional development opportunities for museum educators across the region.
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TEAM MEMBERS: Jeremy Mackey
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: The Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. The Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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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resource research Media and Technology
The goal of this three-year project is to leverage NSF’s investment in both SciGirls and computer science education by engaging 8-13 year-old girls in computational thinking and coding through innovative transmedia programming which inspires and prepares them for future computer science studies and careers.
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resource project Professional Development, Conferences, and Networks
Aligning for Impact: Computer Science Pathways Across Contexts [CS-PAC] is an NSF INCLUDES Design and Development Launch Pilot. It broadens participation of students who are underrepresented in computer science by using the convening and policy-making power of the Georgia State Department of Education to coalesce school district leaders to implement K-12 computer science education. The project provides a national model for how to work toward systemic change. With the State Department of Education's coordination, several school districts will collaboratively seek improvements in their own student participation rates. The coordination of data reporting and analysis, resources, communications, and policy promote more equitable participation in computer science education. Research emerging from this project informs other states about how to collaboratively shape computer science education policy and policy implementation.

Using a Collective Impact approach to systemic change, the project creates sustainable institutional change at the community, state, and national levels. Qualitative and quantitative data provide descriptions about how to utilize alignment strategies within Collective Impact in three different contexts: rural, suburban, and urban. Outcomes utilize a regression discontinuity analysis to justify successful implementation as well as qualitative analysis of implementation efforts that were deemed most effective by all stakeholders. The project outputs directly affect over 88,000 students across five districts and indirectly affect over 1.7 million in Georgia alone. The culminating project goal is the development of a coherent framework for aligning K-12 computer science education pathways.
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TEAM MEMBERS: Caitlin Dooley Bryan Cox Shawn Utley
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
resource project Public Programs
This one-year Collaborative Planning project seeks to bring together an interdisciplinary planning team of informal and formal STEM educators, researchers, scientists, community, and policy experts to identify the elements, activities, and community relationships necessary to cultivate and sustain a thriving regional early childhood (ages 3-6) STEM ecosystem. Based in Southeast San Diego, planning and research will focus on understanding the needs and interests of young Latino dual language learners from low income homes, as well as identify regional assets (e.g., museums, afterschool programs, universities, schools) that could coalesce efforts to systematically increase access to developmentally appropriate informal STEM activities and resources, particularly those focused on engineering and computational thinking. This project has the potential to enhance the infrastructure of early STEM education by providing a model for the planning and development of early childhood focused coalitions around the topic of STEM learning and engagement. In addition, identifying how to bridge STEM learning experiences between home, pre-k learning environments, and formal school addresses a longstanding challenge of sustaining STEM skills as young children transition between environments. The planning process will use an iterative mixed-methods approach to develop both qualitative and quantitative and data. Specific planning strategies include the use of group facilitation techniques such as World Café, graphic recording, and live polling. Planning outcomes include: 1) a literature review on STEM ecosystems; 2) an Early Childhood STEM Community Asset Map of southeast San Diego; 3) a set of proposed design principles for identifying and creating early childhood STEM ecosystems in low income communities; and 4) a theory of action that could guide future design and research. This project is funded by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.
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TEAM MEMBERS: Ida Rose Florez
resource research Public Programs
The Science Museum of Minnesota (SMM) leverages a professional educator team (“instructors”) comprised of about two dozen individuals who facilitate both formal and informal educational programming in the museum, in K–12 classrooms, and at community-based sites. The experienced instructors of SMM’s Lifelong Learning Group bring innovative programs to both students and their teachers. Recognizing that long-term experiences can have a profound impact on students and teachers, SMM works to develop multiyear relationships based on collaboration. This article focuses primarily on SMM’s well
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TEAM MEMBERS: Lauren Causey Shannon McManimon Emily Poster
resource research Media and Technology
SciGirls Strategies is a National Science Foundation–funded project led by Twin Cities PBS (TPT) in partnership with St. Catherine University, the National Girls Collaborative, and XSci (The Experiential Science Education Research Collaborative) at the University of Colorado Boulder’s Center for STEM Learning. This three-year initiative aims to increase the number of high school girls recruited to and retained in fields where females are traditionally underrepresented: technical science, engineering, technology, and math (STEM) pathways. We seek to accomplish this goal by providing career and
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TEAM MEMBERS: Rita Karl Bradley McLain Alicia Santiago
resource research Public Programs
Keystone Connect Network is a proposed regional broadband network whose purpose is to increase educational opportunities and generate business growth. The backbone of this plan is the Pennsylvania Research and Education Network's (PennREN), a next generation high-speed internet network, managed by KINBER, which educational institutions can use to train their students and create new learning opportunities; and business can create new products and connect with their customers.
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TEAM MEMBERS: John Hall
resource project Public Programs
Non-Technical

Lack of diversity in science and engineering education has contributed to significant inequality in a workforce that is responsible for addressing today's grand challenges. Broadening participation in these fields will promote the progress of science and advance national health, prosperity and welfare, as well as secure the national defense; however, students from underrepresented groups, including women, report different experiences than the majority of students, even within the same fields. These distinctions are not caused by the students' ability, but rather by insufficient aspiration, confidence, mentorship, instructional methods, and connection and relevance to their cultural identity. The long-term vision of this project is to amplify the impact of a successful broadening participation model at the University of Maine, the Stormwater Research Management Team (SMART). This program trains students and mentors in using science and engineering skills and technology to research water quality in their local watershed. Students engage in numerous science and technology fields: engineering design, data acquisition, analysis and visualization, chemistry, environmental science, biology, and information technology. Students also connect with a diversity of professionals in water and engineering in government, private firms and non-profits. SMART has augmented the traditional science and engineering classroom by engaging students in guided mentored apprenticeships that address community problems.

Technical

This pilot project will form a collaborative and define a strategic plan for scale-up to a national alliance to increase the long-term success rate of underrepresented minority students in science, engineering, and related fields. The collaborative of multiple and varied organizations will align to collectively contribute time and resources to a pre-college educational pathway. There are countless isolated programs that offer short-term interventions for underrepresented and minority students; however, there is lack of organizational coordination for aligning current program offerings, sharing best practices, research results or program outcomes along the education to workforce pathway. The collaborative activities will focus on the transition grades (e.g., 4-5, 8, and high school) and emphasize relationships among skills, confidence, culture and future careers. Collaborative partners will establish a centralized infrastructure in each location to coordinate recruiting of invested community leaders, educators, and parents, around a common agenda by designing, deploying and continually assessing a stormwater-themed project that addresses their location and demographic specific needs. This collaborative community will consist of higher education faculty and students, K-12 students, their caregivers, mentors, educators, stormwater districts, state and national environmental protection agencies, departments of education, and other for-profit and non-profit organizations. The collaborative will address the need for research on mechanisms for change, collaboration, and negotiation regarding the greater participation of under-represented groups in the science and technology workforce.
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TEAM MEMBERS: Mohamed Musavi Venkat Bhethanabotla Cary James Vemitra White Lola Brown