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resource project Media and Technology
This Innovations in Development 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 Design Squad Maker project, a collaboration of WGBH Public Television (WGBH) and the New York Hall of Science (NySci), will research and develop engineering design projects that provide evidence for how to integrate informal learning spaces with digital public media assets. The project will be designed to provide accessible, motivating pathways for children aged 8-11 in pursuing and completing ambitious, fully realized engineering design projects. The project will build on WGBH's existing Design Squad model for using media to engage kids in informal engineering activities and NySCI's expertise in facilitating children's unique design processes in museum settings. By developing and studying new strategies for supporting children's use of the design process, Design Squad Maker will address critical issues in engineering education and informal learning that remain relatively unexplored. Project research will contribute to the emerging literature on "connected learning" by building new knowledge about how children's design activities can be sustained and supported over time and across multiple contexts, such as science museums and homes. Drawing on existing research in the learning sciences and engineering education, the project seeks to advance knowledge about the role of museums, maker spaces, and digital technology in sustaining children's learning in engineering. The project will use a design-based research approach, a research and development process whereby educational designers collaborate with learning scientists. Museum practitioners will collaborate with research staff and media developers to design, test, and improve digital resources, facilitation strategies, and parent engagement strategies to support children through an entire design process. The research and development process will result in digital resources and approaches in a flexible toolkit, which will be used when assessing the project's scale-up potential at 10 museum/maker spaces. The project will conduct a summative evaluation, assessing the project's intended impacts with children, parents, and staff at museums/maker spaces across the country. The toolkit will be nationally disseminated through national partners that include the Association of Science-Technology Centers, Maker Education, the National Association for Family, School, and Community Engagement, and engineering education organizations. 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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TEAM MEMBERS: Mary Haggerty Marisa Wolsky Sonja Latimore David Wells Susan Letourneau
resource project Media and Technology
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 RAPID project was submitted in response to the NSF Dear Colleague letter (NSF 17-128) related to Hurricane Harvey along the Gulf Coast. The PBS NewsHour team will produce 9 stories for national distribution using multiple broadcast and online channels that will engage the public and increase their understanding of the science and engineering research being conducted to better predict and mitigate the impact of future storms. Hurricane Harvey was the first of several storms in 2017 that hit first Texas then Florida and the Caribbean creating unprecedented devastation. This project aims to help the public better understand the science behind storms, and how scientists and engineers are actively collecting data, developing new models, using new technologies, and studying the environmental recovery. The PBS NewsHour team has in place experienced science journalists, production facilities, and a distribution network that can quickly develop media stories based on the work of scientists and engineers in the field, many of whom are funded by NSF. The NewsHour has a strong track record of telling stories that are scientifically accurate yet highly engaging and understandable to a diverse audience. Researchers from several universities including Texas A&M, Rice University, and Norfolk State University are advising the NewsHour team and may also be featured in some of the media. The team will also use their existing collaboration with education researchers at New Knowledge, Inc. to seek audience feedback on proposed/produced media.

The potential audience reach of these stories is extensive. Stories that are broadcast on the nightly PBS NewsHour reach 1.6 million people. The NewsHour's website currently reaches 6 million while their YouTube channel has 40 million views. They have a growing audience of younger viewers who mainly get their news on social media channels such as ScienceScope and Apple News. EXTRA is another service offered just for teachers.
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TEAM MEMBERS: Patti Parson
resource project Media and Technology
Purpose: This project team will fully develop and test an open online platform that posts student-led engineering project challenges for Kindergarten to grade 12 classrooms. Research demonstrates that improved attitudes towards engineering in elementary and middle school are imperative to increase the pursuit of STEM degrees and careers. This project intends to address a shortage of tools and curricula in K-12 engineering today, in order to meet the learning objectives new the Next Generation Science Standards and to engage students in STEM.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype, including a content management platform to host challenges on a broad range of STEM topics, such as computer coding, digital modeling, or producing simulations. At the end of Phase I, researchers completed a pilot study with 100 students and two teachers. Results demonstrated that the prototype operated as intended, that students were highly engaged with challenges on the platform, and that teachers were able to incorporate challenges within instructional practice. In Phase II, the team will refine the landing page, further develop the system architecture to accommodate a larger number of challenges, and upgrade the teacher portal to build capacity for the effective integration into instructional practice. After development is complete, the research team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and promise of the platform to improve learning. The study will include 40 high school classrooms with a minimum of 25 students per class. Half of the classrooms will be randomly assigned to use the platform to conduct a challenge and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of students' science and engineering self-assessments, which measure ability to engage in science and engineering practices such as asking questions, modeling, planning and carrying out investigations, analyzing data, and constructing explanations, as well as content-specific measures depending on the specific challenge with which classes engage.

Product: The project team will develop a platform that will facilitate design challenges in K-12 classrooms across STEM academic topics and career paths within the field of engineering. The platform will enable classes to post their projects to the site and for other classes around the country to participate in the project. Each challenge (and the associated education resources curated for that challenge) will be publicly displayed on the Future Engineers platform and offered free for student participation and classroom facilitation. The content management system will be developed to enable the platform to host a high volume of challenges simultaneously and will allow for a diverse array of student-generated submissions. The platform will also include teacher resources to support the alignment of game play with learning goals and to support implementation.
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TEAM MEMBERS: Deanna Belle
resource project Media and Technology
Part I

Although major growth in engineering and computing jobs is expected in the next 10 years, students are not majoring in sufficient numbers to meet this demand. These impending workforce demands cannot be met without developing the skills of racial and ethnic minorities: however, Hispanics and Black/African Americans make up only a small percentage of doctoral students in the United States. The goal of the Consortium of Minority Doctoral Scholars (CMDS) Design and Development Launch Pilot is to broaden the participation of minorities in these fields. This pilot project will create a data portal that will allow the research team to study and understand the efficacy of various mentoring strategies that might be piloted across institutions and minority doctoral scholars programs.

Part II

The Consortium of Minority Doctoral Scholars (CMDS) will unite three of the nation's oldest and most prominent minority doctoral scholars programs (GEM, SREB and McKnight); organizations with a long history of impact in increasing the numbers of minorities obtaining advanced degrees. The CMDS Design and Development Launch Pilot will conduct extensive studies using data from these three programs. The research team will conduct a mixed method analysis of the data to discover commonalities and distinctions about the three programs' mentoring efforts as compared to students not involved in the three programs. This will result in a data-driven strategy for researching the efficacy of mentoring programs that can be applied across the three CMSD member and other minority doctoral scholars programs. By utilizing data from successful programs to pinpoint effective mentoring strategies, the project will create opportunities for larger numbers of minorities to be successful. This approach has implications not only with respect to equity and access, but also the development of a workforce that will drive future advances.
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TEAM MEMBERS: Juan Gilbert Shaundra Daily Jerlando Jackson
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will further develop, roll out, and conduct research on a set of materials that will introduce middle school age youth to innovative and engaging engineering challenges in the Boys and Girls Club (B&GCs) context. Building on substantial prior work and evaluation-based learning, WISE Guys and Gals - Boys & Girls as WISEngineering STEM Learners (WGG) will: (1) combine engineering design activities with the (open source, online) WISEngineering infrastructure; (2) scale-up the infrastructure; (3) engage youth in informal afterschool experiences; and (4) collect a wealth of rich data to further our understanding of how youth learn through these experiences. This work will be conducted by Hofstra University's Center for STEM Research in conjunction with Brookhaven National Laboratory (BNL), The CUNY Graduate Center's Center for Advanced Study in Education (CASE), the Boys & Girls Club of America, and 25 B&GCs in New York and New Jersey. The underlying theoretical framework builds on proof-of-concept work supported by NSF and the Bill and Melinda Gates Foundation. An open source, on-line interface (WISEngineering) provides numerous virtual tools (e.g., social networking, Design Journal, embedded assessments) that promote learning and collaboration through challenging, thoughtful, and creative work. WGG will explore how to incorporate creativity, social networking, connections to real-world STEM needs/careers, and teamwork into challenges that can be completed in a one-hour period, an activity time constraint in many B&GC settings. Staff from the clubs will participate in face-to-face and virtual professional development in an effort to build their capacity as facilitators of STEM learning. Research will focus on: (1) how activities developed for 60-minute implementation and guided by informed engineering design and interconnected learning frameworks support youth learning and engagement; and (2) characteristics of the professional development approach that support B&GC facilitators' capacity development. By the end of the project, over 6,000 middle school aged youth, the majority from groups underrepresented in STEM areas, will gain experience with engineering design as they develop engineering thinking, new STEM competencies, STEM career awareness, and an appreciation for the civic value of STEM knowledge.
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TEAM MEMBERS: David Burghardt Xiang Fu Kenneth White Melissa Rhodes
resource project Media and Technology
The range of contemporary "emerging" technologies with far-reaching implications for society (economic, social, ethical, etc.) is vast, encompassing such areas as bioengineering, robotics and artificial intelligence, genetics, neuro and cognitive sciences, and synthetic biology. The pace of development of these technologies is in full gear, where the need for public understanding, engagement and active participation in decision-making is great. The primary goal of this four-year project is to create, distribute and study a set of three integrated activities that involve current and enduring science-in-society themes, building on these themes as first presented in Mary Shelley's novel, Frankenstein, which will be celebrating in 2018 the 200th anniversary of its publication in 1818. The three public deliverables are: 1) an online digital museum with active co-creation and curation of its content by the public; 2) activities kits for table-top programming; and 3) a set of Making activities. The project will also produce professional development deliverables: workshops and associated materials to increase practitioners' capacity to engage multiple and diverse publics in science-in-society issues. The initiative 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. This project by Arizona State University and their museum and library collaborators around the country will examine the hypothesis that exposing publics to opportunities for interactive, creative, and extensive engagement within an integrated transmedia environment will foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society. These three distinct yet interlocking modes of interaction provide opportunities for qualitative and quantitative, mixed-methods research on the potential of transmedia environments to increase the ability of publics to work individually and collectively to become interested in and involved with science-in-society issues.
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TEAM MEMBERS: Edward Finn Steve Gano Ruth Wylie Rae Ostman David Guston