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resource project Public Programs
Miami Children's Museum will redesign its Construction Zone Gallery into a STEM-learning space providing children, primarily ages eight and under, with a stimulating and interactive experience. The exhibition will incorporate 13 distinctive exhibition components, allowing full engagement in a variety of STEM-based learning activities. The museum will conduct focus group activities with field interpreters, specialists and educators working in STEM fields to guide and refine content development of the script and exhibition layout, followed by testing of the themes, programming activities, exhibition props and tools, software concepts, and learning outcomes. The project team will develop accompanying programming for children to be presented at the museum and at area public libraries. All components of the exhibition will support Florida's Early Learning Standards, and will meet the evolving educational needs of its youngest learners.
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TEAM MEMBERS: Anais Rodriguez
resource project Exhibitions
Sciencenter will develop a touring exhibition, Engineer.Design.Build, to spark interest and build confidence in STEM by providing learning opportunities about the broad impact engineers have on the environment and society. The museum will partner with Cornell University's College of Engineering to develop scientific content which will be reviewed by an advisory board of representatives from the academic, business, and informal science education sectors. Partners from informal learning institutions will provide expertise on the educational content to ensure that it is accessible and engaging for the target audience of 5-11 year olds. Through a combination of focus groups, youth/guest feedback during exhibition development, and experts in girls' engagement in STEM on the advisory board, the museum will ensure that the exhibition and programming are designed to appeal to girls, and accessible to all learners. The project will include front-end, formative, and summative evaluation through observations and mediated interviews, collecting data from youth, families, and school groups.
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TEAM MEMBERS: Michelle Kortenaar
resource project Public Programs
The Bay Area Discovery Museum will address the need for STEM education by delivering engineering outreach programming to schools and libraries throughout the San Francisco Bay Area. The museum's mobile engineering lab, Try It Truck, will introduce the engineering design process to students and teachers in grades K-5 with hands-on activities (both on and off the truck) where they can collaborate, experiment, and design solutions to engineering challenges. The Try It Truck will serve 21,600 children, parents, and educators throughout the Bay Area, with at least 50 percent of all participants coming from underserved communities and Title I schools. The museum will work with an external evaluator to design survey instruments for both formative and summative evaluation, analyze summative evaluation data, and produce a report. Museum staff will share project results with colleagues at national and statewide conferences.
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TEAM MEMBERS: Janine Okmin
resource project Public Programs
In partnership with early childhood service providers and elementary school systems, the Children's Museum of the Lowcountry will expand the reach of its programming to share its hands-on, play-based approach to STEM education with targeted children and educators. The museum will create a Power of Play curriculum with lesson plans that reflect best practices and focus on play-based activities to teach STEM concepts tied to grade level and state standards. The museum will train and support 40 teachers and educators from ten Head Start/First Steps early childhood centers and ten Title I elementary schools, and provide them with free Pop Up Tinker Shop (a museum on wheels) outreach visits. The trainings will build teacher confidence, promote best practices for play-based learning, support a community of practice, and enhance young learners' engagement, fascination, and attitude towards STEM. The Power of Play Curriculum will be published as a bound resource and shared with other children's museums and service providers.
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TEAM MEMBERS: Starr Jordan
resource project Public Programs
The Da Vinci Science Center will expand its Women in Science and Engineering Network by partnering with community organizations, colleges, and universities to enhance the STEM learning and support ecosystem for women and girls in the Lehigh Valley and surrounding communities in eastern Pennsylvania. The museum will assess the needs of K-12 girls, undergraduate women, and women in STEM employment, and map opportunities for cross-sector collaborations to support them. The project team will identify marketing and recruitment messages that encourage STEM-interested girls and women to participate in programs and follow developmental pathways within a STEM learning ecosystem. Based on identified needs and messages, the museum will pilot and evaluate new STEM programs for girls and women, and train educators and mentors to sustain this work.
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TEAM MEMBERS: Karen Knecht
resource project Public Programs
The Hands On Children's Museum will build on two of its most distinctive features-an Outdoor Discovery Center and a Young Makers program-to create a Nature Makers program. The interdisciplinary project will link nature-based learning with maker activities that use natural materials. Partnerships with Native American tribes, scientists, maker groups, and others will enrich the staff-led offerings. Nature Makers addresses two of the most significant needs in early learning-inspiring early STEM education and connecting children with the outdoors. Nature Makers will increase children's exposure to outdoor tinkering to build the foundation for STEM success in school; educate parents, caregivers, and teachers about the important role outdoor exploration plays in STEM achievement; and stimulate children's curiosity about the natural world and increase the time they spend outside. Evaluation findings will be shared internally to inform continuous improvement of program offerings, and externally to serve as a model for outdoor making activities.
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TEAM MEMBERS: Amanda Wilkening
resource research Exhibitions
Given the growth of technology in the 21st century and the growing demands for computer science skills, computational thinking has been increasingly included in K-12 STEM (Science, Technology, Engineering and Mathematics) education. Computational thinking (CT) is relevant to integrated STEM and has many common practices with other STEM disciplines. Previous studies have shown synergies between CT and engineering learning. In addition, many researchers believe that the more children are exposed to CT learning experiences, the stronger their programming abilities will be. As programming is a
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TEAM MEMBERS: Hoda Ehsan Tikyna Dandridge Ibrahim Yeter Monica Cardella
resource project Exhibitions
Computational Thinking (CT) is a relatively new educational focus and a clear need for learners as a 21st century skill. This proposal tackles this challenging new area for young learners, an area greatly in need of research and learning materials. The Principal Investigators will develop and implement integrated STEM+C museum exhibits and integrate CT in their existing engineering design based PictureSTEM curriculum for K-2 students. They will also pilot assessments of the CT components of the PictureSTEM curriculum. This work will make a unique contribution to the available STEM+C learning materials and assessments. There are few such materials for the kindergarten to second grade (K-2) population they will work with. They will research the effects of the curriculum and the exhibits with a mixed methods approach. First, they will collect observational data and conduct case studies to discover the important elements of an integrated STEM+C experience in both the formal in-school setting with the curriculum and in the informal out-of-school setting with families interacting with the museum exhibits. This work will provide a novel way to understand the important question of how in- and out-of-school experiences contribute to the development of STEM and CT thinking and learning. Finally, they will collect data from all participants to discover the ways that their activities lead to increases in STEM+C knowledge and interest.

The Principal Investigators will build on an integrated STEM curriculum by integrating CT and develop integrated museum exhibits. They base both activities on engineering design implemented through challenge based programming activities. They will research and/or develop assessments of both STEM+C integrated thinking and CT. Their research strategy combines Design Based Research and quantitative assessment of the effectiveness of the materials for learning CT. In the first two years of their study, they will engage in iterations on the design of the curriculum and the exhibits based on observation and case-study data. There will be 16 cases that draw from each grade level and involve data collection for the case student in both schools and museums. They will also use this work to illuminate what integrated STEM+C thinking and learning looks like across formal and informal learning environments. Based in some part on what they discover in this first phase, they will conduct the quantitative assessments with all (or at least most) students participating in the study
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TEAM MEMBERS: Tamara Moore Monica Cardella Senay Purzer Sean Brophy Morgan Hynes Tamara Moore Hoda Ehsan
resource project Public Programs
Research that seeks to understand classroom interactions often relies on video recordings of classrooms so that researchers can document and analyze what teachers and students are doing in the learning environment. When studies are large scale, this analysis is challenging in part because it is time-consuming to review and code large quantities of video. For example, hundreds of hours of videotaped interaction between students working in an after-school program for advancing computational thinking and engineering learning for Latino/a students. This project is exploring the use of computer-assisted methods for video analysis to support manual coding by researchers. The project is adapting procedures used for computer-aided diagnosis systems for medical systems. The computer-assisted process creates summaries that can then be used by researchers to identify critical events and to describe patterns of activities in the classroom such as students talking to each other or writing during a small group project. Creating the summaries requires analyzing video for facial recognition, motion, color and object identification. The project will investigate what parts of student participation and teaching can be analyzed using computer-assisted video analysis. This project is supported by NSF's EHR Core Research (ECR) program, the STEM+C program and the AISL program. The ECR program emphasizes fundamental STEM education research that generates foundational knowledge in the field. The project is funded by the STEM+Computing program, which seeks to address emerging challenges in computational STEM areas through the applied integration of computational thinking and computing activities within disciplinary STEM teaching and learning in early childhood education through high school (preK-12). As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 video analysis systems will provide video summarizations for specific activities which will allow researchers to use these results to quantify student participation and document teaching practices that support student learning. This will support the analysis of large volumes of video data that are often time-consuming to analyze. The video analysis system will identify objects in the scene and then use measures of distances between objects and other tracking methods to code different activities (e.g., typing, talking, interaction between the student and a facilitator). The two groups of research questions are as follows. (1) How can human review of digital videos benefit from computer-assisted video analysis methods? Which aspects of video summarization (e.g., detected activities) can help reduce the time it takes to review the videos? Beyond audio analytics, what types of future research in video summarization can help reduce the time that it takes to review videos? (2) How can we quantify student participation using computer-assisted video analysis methods? What aspects of student participation can be accurately measures by computer-assisted video analysis methods? The video to be used for this study is drawn from a project focused on engineering and computational thinking learning for Latino/a students in an after-school setting. Hundreds of hours of video are available to be reviewed and analyzed to design and refine the system. The resulting coding will also help document patterns of engagement in the learning environment.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Marios Pattichis Sylvia Celedon-Pattichis Carlos LopezLeiva
resource research Public Programs
This Conference Paper was presented at the International Soceity for the Learning Sciences Confernece in June 2018. We summarize interviews with youth ages 9-15 about their failure mindsets, and if those midsets cross boundaries between learning environments. Previous research on youth’s perceptions and reactions to failure established a view of failure as a negative, debilitating experience for youth, yet STEM and in particular making programs increasingly promote a pedagogy of failures as productive learning experiences. Looking to unpack perceptions of failure across contexts and
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resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
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TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
resource research Public Programs
For many children, gaining access to STEM education is an uphill battle. Inequity and underrepresentation of children from marginalized communities persist. Research has pointed not only to an access opportunity gap but also to an identity gap--children from nondominant communities often do not "see" themselves in dominant STEM structures (Authors 2013). The maker movement has evoked interest for its potential role in breaking down barriers to STEM learning and attainment (Martin 2015). Characterized by hands-on working with materials (e.g., cardboard, fabric, wood) and digital components (e.g
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TEAM MEMBERS: Edna Tan Angela Calabrese Barton Katie Schenkel