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resource project Conferences
This conference project will bring together Black children's media creators with climate scientists and developmental psychologists to promote climate science story making that speak to the concerns, circumstances, and experiences of Black audiences.
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TEAM MEMBERS: Ed Greene
resource project Media and Technology
Successful peer-to-peer practices in informal science learning (ISL) are often not well defined, but further investigation has the potential to help uncover how to motivate and scaffold children's joint learning in science and engineering. Team Hamster!, a PBS KIDS interactive digital series that helps youth think creatively and use engineering skills to solve problems with everyday tools, will be used to achieve the goals of this project.
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TEAM MEMBERS: Jessica Andrews Jason Yip Melissa Carlson
resource project Museum and Science Center Exhibits
This project builds on an NSF-funded program which engaged youth in the creation of art-science experiences that use the biology and the experiences of migratory birds as a means for communicating the impact of a changing climate.
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TEAM MEMBERS: Rebecca Safran Shawhin Roudbari Mary Osnes
resource project Afterschool Programs
The purpose of this project is to establish and foster a new partnership between the University of Alabama and Arts 'n Autism, a community organization that provides supervised after-school care and outreach to children and youth with a diagnosis of Autism Spectrum Disorder (ASD).
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TEAM MEMBERS: Amy Hutchison Lucy Barnard-Brak
resource project Exhibitions
History Colorado (HC) conducted an NSF AISL Innovations in Development project known as Ute STEM.
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TEAM MEMBERS: Elizabeth Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace
resource project Informal/Formal Connections
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.

The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
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TEAM MEMBERS: Edward Price Frank Gomez James Marshall Sinem Siyahhan James Kisiel Heather Macias Jessica Jensen Jasmine Nation Alexandria Hansen Myunghwan Shin
resource project Public Programs
Many Black youth in both urban and rural areas lack engaging opportunities to learn mathematics in a manner that leads to full participation in STEM. The Young People’s Project (YPP), the Baltimore Algebra Project (BAP), and the Education for Liberation Network (EdLib) each have over two decades of experience working on this issue. In the city of Baltimore, where 90% of youth in poverty are Black, and only 5% of these students meet or exceed expectations in math, BAP, a youth led organization, develops and employs high school and college age youth to provide after-school tutoring in Algebra 1, and to advocate for a more just education for themselves and their peers. YPP works in urban or rural low income communities that span the country developing Math Literacy Worker programs that employ young people ages 14-22 to create spaces to help their younger peers learn math. Building on these deep and rich experiences, this Innovations in Development project studies how Black students see themselves as mathematicians in the context of paid peer-to-peer math teaching--a combined social, pedagogical, and economic strategy. Focusing primarily in Baltimore, the project studies how young people grow into new self-definitions through their work in informal, student-determined math learning spaces, structured collaboratively with adults who are experts in both mathematics and youth development. The project seeks to demonstrate the benefits of investing in young people as learners, teachers, and educational collaborators as part of a core strategy to improve math learning outcomes for all students.

The project uses a mixed methods approach to describe how mathematical identity develops over time in young people employed in a Youth-Directed Mathematics Collaboratory. 60 high school aged students with varying mathematical backgrounds (first in Baltimore and later in Boston) will learn how to develop peer- and near-peer led math activities with local young people in informal settings, after-school programs, camps, and community centers, reaching approximately 600 youth/children. The high school aged youth employed in this project will develop their own math skills and their own pedagogical skills through the already existing YPP and BAP structures, made up largely of peers and near-peers just like themselves. They will also participate in on-going conversations within the Collaboratory and with the community about the cultural significance of doing mathematics, which for YPP and BAP is a part of the ongoing Civil Rights/Human Rights movement. Mathematical identity will be studied along four dimensions: (a) students’ sequencing and interpretation of past mathematical experiences (autobiographical identity); (b) other people’s talk to them and their talk about themselves as learners, doers, and teachers of mathematics (discoursal identity); (c) the development of their own voices in descriptions and uses of mathematical knowledge and ideas (authorial identity); and (d) their acceptance or rejection of available selfhoods (socio-culturally available identity). Intended outcomes from the project include a clear description of how mathematical identity develops in paid peer-teaching contexts, and growing recognition from both local communities and policy-makers that young people have a key role to play, not only as learners, but also as teachers and as co-researchers of mathematics education.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Jay Gillen Maisha Moses Thomas Nikundiwe Naama Lewis Alice Cook
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported 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. 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: Amy Bower Carrie Bruce Jon Bellona
resource project Media and Technology
Cyberchase: Mobile Adventures in STEM is designed to advance the STEM learning of children ages 6-8 and engage low-income families in informal STEM interactions. Based on a successful NSF-funded pilot, the project combines the appeal of the PBS KIDS series Cyberchase and the potential of mobile texting to deliver informal learning. WNET and Education Development Center will produce: three Cyberchase videos that blend math and environmental content; a bilingual family engagement campaign in 15 communities across the U.S. that combines this media with weekly text-based engagement; and research into use and impact of the model among low-income Latinx families. Mobile Adventures addresses the need to better engage underserved families in informal science practices that are foundational for future STEM learning. While the materials target low-income communities broadly, research will focus on low-income Latinx families with children ages 6-8, an age group overlooked in previous research on educational uses of texting. A needs assessment and formative testing will ensure that the project design meets the needs and interests of diverse Latinx and other families.

The goal of Mobile Adventures is to build knowledge about how innovative, culturally responsive tools can help Latinx and low-income families engage in fun STEM learning at home. A three-tiered research study will address the question: how and to what extent does a mobile text-and-media approach to delivering informal STEM learning materials foster joint media engagement between children and parents, building new repertoires for learning together? The study will combine analysis of observation in homes and community settings, backend data, and pre/post surveys. Research will deepen understanding of effective family engagement models that make media a central component, the potential of text messaging as a stimulus to parent/child STEM learning, and maximal design of media and community engagement to serve low-income Latinx families. Findings will be disseminated through national conferences and journals. The Cyberchase videos, distributed free on broadcast and digital platforms, will build the STEM literacy of millions of diverse children, while the family engagement campaign will involve a projected 3,750 families in 15 locations. Evaluation will assess how well the project has met its goals.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Sandra Sheppard William Tally
resource project Public Programs
The U.S. urgently needs the perspective and knowledge of females who are Latinx and African American in STEM fields. Providing early STEM interest pathways for these populations that are historically underrepresented in STEM fields is critical to creating gender equity in the STEM workforce. There are profound inequities in STEM fields for women of color that impact their interest and persistence in these fields. This Research in Service to Practice project will build important knowledge about early pathways for reducing these inequities by developing early interest in STEM. Gender stereotypes around who can do STEM are one of the sociocultural barriers that contributes to girls’ loss of interest in STEM. These stereotypes emerge early and steer young women away from STEM studies and pursuits. Exposing girls to role models is an effective strategy for challenging stereotypes of who belongs and succeeds in STEM. This project will explore how an afterschool program that combines narrative and storytelling approaches, STEM role models, and family supports, sparks elementary-age girls’ interest in STEM and fosters their STEM identity. The project targets K-5 students and families from underrepresented groups (e.g., Latinx and African American) living in poverty. The project will evaluate an inquiry-based, afterschool program that serves both elementary school girls and boys and explores if adding storytelling components to the out-of-school time (OST) learning will better support girls’ interest in STEM. The storytelling features include: 1) shared reading of books featuring females in STEM; 2) students’ own narratives that reminisce about their STEM experiences; and 3) video interviews of female parents and community members with STEM careers. A secondary aim of this project is to build capacity of schools and afterschool providers to deliver and sustain afterschool STEM enrichment experiences. Museum-based informal STEM experts will co-teach with afterschool providers to deliver the Children’s Museum Houston (CMH) curriculum called Afterschool Science, Technology, Engineering, Arts and Math (A’STEAM). Although A’STEAM has been implemented in over 100 sites and shows promise, to scale-up this and other promising afterschool programs, the team will evaluate how professional development resources and the co-facilitation approach can build afterschool educators' capacity to deliver the most promising approaches.

Researchers at the Children’s Learning Institute (CLI) at UTHealth will partner with Museum-based informal STEM educators at CMH, YES Prep, a high performing charter school serving >95% of underrepresented groups, and other afterschool providers serving mostly underrepresented groups experiencing poverty. Storytelling components that highlight females in STEM will be added to an existing afterschool program (A'STEAM Basic). This derivative program is called A’STEAM Stories. Both instantiations of the afterschool programs (Basic and Stories) include an afterschool educator component (ongoing professional development and coaching), a family component (e.g., home extension activities, in-person, and virtual family learning events), and two age-based groups (K-G2 and G3-G5). Further, the A’STEAM Stories professional development for educators includes training that challenges STEM gender stereotypes and explains how to make science interesting to girls. The 4-year project has four phases. In Phase 1, researchers, CMH, and afterschool educators will adapt the curriculum for scalability and the planned storytelling variation. During Phase 2, the research team will conduct an experimental study to evaluate program impacts on increasing STEM interest and identity and reducing STEM gender stereotypes. To this end, the project’s team will recruit 36 sites and 1200 children across Kindergarten through Grade 5. This experimental phase is designed to produce causal evidence and meet the highest standards for rigorous research. The researchers will randomly assign sites to one of three groups: control, A’STEAM Basic, or A’STEAM Stories. During Phase 3, researchers will follow-up with participating sites to understand if the inclusion of afterschool educators as co-facilitators of the program allowed for sustainability after Museum informal science educator support is withdrawn. In Phase 4, the team will disseminate the afterschool curriculum and conduct two training-of-trainers for local and national afterschool educators. This study uses quantitative and qualitative approaches. Data sources include educator and family surveys, focus groups, and interviews as well as observations of afterschool program instructional quality and analysis of parent-child discourse during a STEM task. Constructs assessed with children include STEM interest, STEM identity, and STEM gender stereotype endorsement as well as standardized measures of vocabulary, science, and math. Findings will increase understanding of how to optimize OST STEM experiences for elementary-age girls and how to strengthen STEM interest for all participants. Further, this project will advance our knowledge of the extent to which scaffolded, co-teaching approaches build capacity of afterschool providers to sustain inquiry-based STEM programs.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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TEAM MEMBERS: Tricia Zucker Gloria Yeomans-Maldonado Cheryl McCallum Lance Menster
resource project Exhibitions
Informal STEM learning environments, programs, and policies can be designed to support and promote neurodiversity through inclusive practices. This project will explore the benefits of informal STEM learning for K-12 neurodiverse learners through a systematic review and meta-analysis of extant literature and research grounded in the theory of social model of ability. This framework is an asset-based approach and aims to promote social, cognitive, and physical inclusion, leading to positive outcomes. Using various quantitative and qualitative methodologies, this project endeavors to collect and synthesize the evidence for supporting and enhancing accessibility and inclusiveness in informal STEM learning for K-12 neurodiverse learners. It will explore key features of informal STEM learning and effective, evidence-based strategies to effectively engage children and youth with neurological conditions such as autism spectrum disorder, attention deficit hyperactivity disorder (ADHD), dyslexia, and dyspraxia, in informal STEM learning environments. The findings of this complex synthesis will provide a timely contribution to deeper understanding of supports for neurodiversity while also highlighting areas that inform further research, shifts in practice, and policy.

The systematic review will occur over a two-year period. It will focus on identifying program elements that promote inclusion of children and youth with neurodevelopmental disabilities in informal STEM learning contexts. Specifically, the review will explore two overarching research questions and several sub-research questions:


RQ1. What program elements (teaching and learning variables) in informal STEM learning settings facilitate inclusion of K-12 neurodiverse STEM learners? Sub-RQ1a: What are the overlapping and discrete characteristics of the program elements that facilitate social, cognitive, and physical inclusion?

Sub-RQ1b: In what ways do the program elements that facilitate inclusion vary by informal STEM learning setting?


RQ2: What program elements (teaching and learning variables) in informal STEM learning settings are correlated with benefits for K-12 neurodiverse STEM learners? Sub-RQ2a: What are the overlapping and discrete characteristics of the program elements that correlate with increased STEM identity, self- efficacy, interest in STEM, or STEM learning?

Sub-RQ2b: In what ways do the program elements that correlate with positive results for students vary by informal STEM learning setting? The research synthesis will consider several different types of studies, including research and evaluation; experimental and quasi-experimental designs; quantitative, qualitative, and mixed methods; and implementation studies.




The research team will (a) review all analyses and organize findings to illustrate patterns, factors, and relationships, (b) identify key distinctions and nuances derived from the contexts represented in the literature, and (c) revisit and confirm the strength of evidence for making overall assertions of what works, why, and with whom. The findings will be disseminated in practice briefs, journal articles, the AISL resource center, as well as presentations and materials for researchers, practitioners, and informal STEM leaders. Ultimately, this work will result in a comprehensive synthesis of effective informal STEM learning practices for neurodiverse K-12 learners and identify opportunities for further research and development.

This literature review and meta-analysis 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: Ronda Jenson Kelly Roberts