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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource research Informal/Formal Connections
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Laura Conner Carrie Tzou Blakely Tsurusaki Mareca Guthrie
resource research Professional Development, Conferences, and Networks
The ChemAttitudes project recieved supplemental funding to create materials for train-the-trainer workshops in order to inoculate the chemistry outreach community with members who have the knowledge and resources to train others on strategies for stimulating interest, sense of relevance, and feelings of self-efficacy that were tested in the earlier work of the project. The project team recruited participants from minority serving professional organizations as a strategy for broadening participation. Can it work? Did it work? This poster was presented at the 2021 NSF AISL Awardee Meeting.
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TEAM MEMBERS: Larry Bell Terri Chambers Elizabeth Kollmann David Sittenfeld Rae Ostman Mary Kirchoff
resource evaluation Professional Development, Conferences, and Networks
This document describes the summative project evaluation of 5 annual cohorts of STE(A)M teachers, mostly from California, Florida, and New Mexico participating in out-of-school authentic research experiences collecting fossils and learning about geology, biology, and the natural history along the Panama Canal, and their experiences with museums and research collections. The STEM content of this project is based on the Great American Biotic Interchange (GABI) of animals and plants across the Isthmus of Panama over the past 5 million years. This report also describes the efficacy of sustained
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TEAM MEMBERS: Bruce MacFadden
resource research Media and Technology
Conducting qualitative research in any discipline warrants two actions: accessing participants and eliciting their ideas. In chemistry education research, survey techniques have been used to increase access to participants and diversify samples. Interview tasks (such as card sorting, using demonstrations, and using simulations) have been used to elicit participant ideas. While surveys can increase participation and remove geographic barriers from studies, they typically lack the ability to obtain detailed, thick description of participant ideas, which are possible from in-person interviews
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TEAM MEMBERS: Justin Pratt Ellen Yezierski
resource project Higher Education Programs
The Sustainability Teams Empower and Amplify Membership in STEM (S-TEAMS), an NSF INCLUDES Design and Development Launch Pilot project, will tackle the problem of persistent underrepresentation by low-income, minority, and women students in STEM disciplines and careers through transdisciplinary teamwork. As science is increasingly done in teams, collaborations bring diversity to research. Diverse interactions can support critical thinking, problem-solving, and is a priority among STEM disciplines. By exploring a set of individual contributors that can be effect change through collective impact, this project will explore alternative approaches to broadly enhance diversity in STEM, such as sense of community and perceived program benefit. The S-TEAMS project relies on the use of sustainability as the organizing frame for the deployment of learning communities (teams) that engage deeply with active learning. Studies on the issue of underrepresentation often cite a feeling of isolation and lack of academically supportive networks with other students like themselves as major reasons for a disinclination to pursue education and careers in STEM, even as the numbers of underrepresented groups are increasing in colleges and universities across the country. The growth of sustainability science provides an excellent opportunity to include students from underrepresented groups in supportive teams working together on problems that require expertise in multiple disciplines. Participating students will develop professional skills and strengthen STEM- and sustainability-specific skills through real-world experience in problem solving and team science. Ultimately this project is expected to help increase the number of qualified professionals in the field of sustainability and the number of minorities in the STEM professions.

While there is certainly a clear need to improve engagement and retention of underrepresented groups across the entire spectrum of STEM education - from K-12 through graduate education, and on through career choices - the explicit focus here is on the undergraduate piece of this critical issue. This approach to teamwork makes STEM socialization integral to the active learning process. Five-member transdisciplinary teams, from disciplines such as biology, chemistry, computer and information sciences, geography, geology, mathematics, physics, and sustainability science, will work together for ten weeks in summer 2018 on real-world projects with corporations, government organizations, and nongovernment organizations. Sustainability teams with low participation by underrepresented groups will be compared to those with high representation to gather insights regarding individual and collective engagement, productivity, and ongoing interest in STEM. Such insights will be used to scale up the effort through partnership with New Jersey Higher Education Partnership for Sustainability (NJHEPS).
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TEAM MEMBERS: Amy Tuininga Ashwani Vasishth Pankaj Lai
resource project Resource Centers and Networks
Physical science and engineering remain the least diverse of all STEM fields---with regard to women, underrepresented minorities, and persons with disabilities---across all levels of STEM education and training. SCI-STEPS is an NSF INCLUDES Design and Development Launch Pilot that will address this persistent challenge by developing a complete end-to-end pipeline (or system of pathways) from the beginning of college to the PhD, and then into the workforce. Many isolated efforts to broaden participation have shown promise, but they have not produced big enough impact. SCI-STEPS represents a concerted set of coordinated interventions---consciously facilitated, systemically linked, and purposefully disseminated. SCI-STEPS represents a broad regional network among major research universities, Historically Black Colleges and Universities, comprehensive universities, community colleges, national labs, and major scientific organizations. The goal of the network is to ensure that underrepresented individuals in the physical sciences and engineering can get from their starting point in STEM higher education---freshmen at 2-year or 4-year college---through the higher education pathways leading to an appropriate terminal degree and employment in the STEM workforce.

Women, underrepresented minorities, and persons with disabilities collectively represent the majority of college-age individuals entering higher education with an expressed interest in physical science and engineering. A growing body of research indicates that academic and social integration may be even more influential than academic abilities for retention of students. Thus, interventions aimed at stemming the losses of these individuals must ultimately be aimed at changing the system---including unwelcoming institutional climates, racial/ethnic/gender stereotyping, a lack of mentors with whom to identify, and evaluation methods that emphasize conformity over individual capabilities---rather than changing the individual. The SCI-STEPS pilot focuses effort on institutional readiness for implementation of best practice interventions at four key junctures: (i) college freshman to sophomore; (ii) undergraduate to graduate; (iii) PhD to postdoc; and (iv) postdoc to workforce.The pilot will proceed in three steps: (1) a planning phase, (2) development of an initial end-to-end pathways model with four Juncture Transition teams, and (3) scale-up of the SCI-STEPS "network of networks" with all initial partners. By addressing these objectives through a collective impact framework and embedded research, this pilot will demonstrate how best-practice interventions at each pathway juncture can be dovetailed and scaled up across a broad range of institutional types and across a large but distinct geographical area. Addressing these objectives will thus also serve to advance Broadening Participation efforts at a national scale, by suggesting the forms of institutional partnerships and best-practices that may inform other alliances in other STEM disciplines and/or different regional areas.
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TEAM MEMBERS: Keivan Stassun Nicole Joseph Kelly Holley-Bockelmann William Robinson Roger Chalkley
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. 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.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Media and Technology
The project team is developing a prototype of a web-based game utilizing the illustrations of chemical elements and science terms created by Simon Basher in his three books, The Periodic Table: Elements with Style!, Chemistry: Getting a Big Reaction!, and Physics: Why Matter Matters! The game will incorporate augmented reality (person-to-person gameplay with the support of the software) to teach grade 4 to 6 students science concepts, including an introduction to chemistry. The game will include curriculum support materials. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Victoria Van Voorhis
resource project Media and Technology
The project team is developing a prototype of Happy Atoms, a game to support middle school students in learning about the composition of molecules. Happy Atoms will include physical manipulative balls with embedded magnets wirelessly connected to a tablet application (app) to recognize whether or not the created molecule exists and explain why or why not. The app will also include teacher resources including instructional videos and curriculum suggestions in order to better integrate the use of the product into classrooms. In the Phase I pilot research, the project team will examine whether the hardware and software prototypes function as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource research Media and Technology
Chemistry plays a critical role in daily life, impacting areas such as medicine and health, consumer products, energy production, the ecosystem, and many other areas. Communicating about chemistry in informal environments has the potential to raise public interest and understanding of chemistry around the world. However, the chemistry community lacks a cohesive, evidence-based guide for designing effective communication activities. This report is organized into two sections. Part A: The Evidence Base for Enhanced Communication summarizes evidence from communications, informal learning, and
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TEAM MEMBERS: Teresa Fryberger