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resource research Media and Technology
Having a central scientific language remains crucial for advancing and globally sharing science. Nevertheless, maintaining one dominant language also creates barriers to accessing scientific careers and knowledge. From an interdisciplinary perspective, we describe how, when, and why to make scientific literature more readily available in multiple languages through the practice of translation. We broadly review the advantages and limitations of neural machine translation systems and propose that translation can serve as both a short- and a long-term solution for making science more resilient
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TEAM MEMBERS: Emma Steigerwald Valeria Ramírez-Castañeda Débora Y C Brandt András Báldi Julie Teresa Shapiro Lynne Bowker Rebecca D Tarvin
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 Public Programs
The Clubhouse Network: A Global Community for Creativity and Achievement, a program of Boston's Museum of Science, will develop, pilot, and evaluate Light it Up! Engaging Young People in Digital Making Activities. Digital making activities combine design, computational thinking, and engineering practices that are all fundamental learning skills for the 21st century. Over the course of six months, the project team will develop a one-day, hands-on workshop that will give museum educators strategies to inspire a more diverse population of middle and high school-aged youth to consider educational and career pathways in STEM fields through engagement with local science centers. The workshop will be implemented twice with a group of 12 educators from regional museums. The museum will use tested evaluation tools to improve the quality and outcomes of the workshops. A successful prototype and evaluation will result in practices that can be adapted by other museums and cultural institutions to better reach young people with digital making activities.
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TEAM MEMBERS: Gail Breslow
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 Public Programs
Maker Education scholarship is accumulating increasingly complex understandings of the kinds of learning associated with maker practices along with principles and pedagogies that support such learning. However, even as large investments are being made to spread maker education, there is little understanding of how organizations that are intended targets of such investments learn to develop new maker related educational programs. Using the framework of Expansive Learning, focusing on organizational learning processes resulting in new and unfolding forms of activity, this paper begins to fill
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resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a series of mobile apps to guide families through sequenced sets of videos and hands-on activities. To support families at home it would also develop a new library model to build librarians' computational thinking content knowledge and self-efficacy so they can support parents' efforts with their children. Computational thinking is a an increasingly critical skill for learning and success in the workforce. It includes the ability to identify problems, brainstorm and generate solutions and processes that can be communicated and followed by computers or humans. There are few projects that introduce computational thinking to young children. Very little research has been done on the ways that parents can facilitate children's engagement in CT skills. And developing a model that trains and supports librarians to become virtual coaches of parents as they engage with their children in CT, will leverage and build the expertise of librarians. The project's target audience includes parents and children living in rural areas where access to CT learning may be very limited. Project partners include the EDC, a major research organization, the American Library Association, and BUILD, a national association that promotes collaborations across library, kindergarten readiness, and public media programming.

The formative research study asks: 1) What supports do parents of preschoolers in rural communities need in order to effectively engage in CT with their children at home? and 2) How can libraries in rural communities support joint CT exploration in family homes? The summative research study asks: 3) how can an intervention that combines media resources, mobile technology, and library supports foster sustained joint parent/child engagement and positive attitudes around CT? Researchers will develop a parent survey, adapting several scales from previously developed instruments that ask parents to report on children's use of CT-related vocabulary and CT-related attitudes and dispositions. Survey scales will assess librarians' attitudes towards CT, as well as their self-efficacy in supporting parents in CT in a virtual environment. During the formative study, EDC will pilot-test survey scales with 30 parents and 6 librarians in rural MS and KY. Analyses will be primarily qualitative and will be geared toward producing rapid feedback for the development team. Quantitative analyses will be used on parent app use, using both time query and back-end data, exploring factors associated with time spent using apps. The summative study will evaluate how the new media resources and mobile technology, in combination with the library virtual implementation model, support families' joint engagement with CT, and positive attitudes around CT. The researchers will recruit 125 low-income families with 4- to 5-year-old children in rural MS and KY to participate in the study. They will randomly assign families within each library to the full intervention condition, including media resources, mobile technology, and library support delivered through the virtual implementation model, or the media and mobile-technology-only condition. This design will allow researchers to understand more fully the additional benefit of library support for rural families' sustained engagement, and conversely, see the comparative impact of a media- and mobile-technology only intervention, given that some families might not be able to access virtual or physical library support.

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. This project is co-funded by 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 Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Janna Kook
resource project Professional Development, Conferences, and Networks
The Center for Integrated Quantum Materials pursues research and education in quantum science and technology. With our research and industry partners, the Museum of Science, Boston collaborates to produce public engagement resources, museum programs, special events and media. We also provide professional development in professional science communication for the Center's students, post-docs, and interns; and coaching in public engagement. The Museum also sponsors The Quantum Matters(TM) Science Communication Competition (www.mos.org/quantum-matters-competition) and NanoDays with a Quantum Leap. In association with CIQM and IBM Q, the Museum hosted the first U.S. museum exhibit on quantum computing.
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TEAM MEMBERS: Robert Westervelt Carol Lynn Alpert Ray Ashoori Tina Brower-Thomas
resource research Professional Development, Conferences, and Networks
On behalf of the Interagency Working Group on Workforce, Industry and Infrastructure, under the NSTC Subcommittee on Quantum Information Science (QIS), the National Science Foundation invited 25 researchers and educators to come together to deliberate on defining a core set of key concepts for future QIS learners that could provide a starting point for further curricular and educator development activities. The deliberative group included university and industry researchers, secondary school and college educators, and representatives from educational and professional organizations. The
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TEAM MEMBERS: Carol Lynn Alpert
resource research Media and Technology
We found that the learners seeking out resources to teach themselves to code were generally college educated women who were motived either by the desire to be able to read and understand the code written by hired developers or the desire to become developers themselves. The importance of a female-focused learning setting was mixed; while most women acknowledged a more comfortable atmosphere created by such a setting, very few cited that as a primary reason for joining the group. All learner participants in this study persisted through the ten weeks of the Women’s Coaching and Learning
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resource evaluation Media and Technology
In 2016, ETR received a National Science Foundation grant to study, under Principal Investigator Louise Ann (“Lou Ann”) Lyon, PhD, a newly formed, real-world organization dedicated to helping women in the workforce learn to write computer code. This project formed a partnership between a research team with experience in computer science (CS) education and learning sciences research and a newly fashioned practitioner team focused on building a grassroots, informal, volunteer group created to help women help themselves and others learn to write computer code. This research-practitioner
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