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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 producing empirical findings and/or research tools that contribute to knowledge about which models and interventions with K-12 students and teachers are most likely to increase capacity in the STEM and STEM cognate intensive workforce of the future.

The LinCT (Linking Educators, Youth, and Learners in Computational Thinking) project at the Science Museum of Minnesota (SMM) will engage female teachers-in-training and youth from underrepresented demographics in immersive technology experiences and STEM education. LinCT will guide teachers to develop their understanding and use of technology in the classroom, as well as prepare youth for a future where technology plays a key role in a wide range of professional opportunities. The project aims to inspire teachers and youth to see the possibilities of technological competencies, as well as why the incorporation of technology can build meaningful learning experiences and opportunities for all learners. The LinCT program model offers learning and application experiences for participating teachers and youth and provides an introduction of technological tools used in SMM educational programs and professional development on approaches for engaging all learners in STEM. Both groups will provide instruction in SMM technology-based Summer Camps, reaching 1,000 young people every year. In each following school year, project educators will develop and deliver technology-based programs to nearly 1,000 under-served and underrepresented elementary students. The project will allow teachers and youth to deliver exciting and engaging technology-based programs to nearly 4,000 diverse young learners. As a result, all participants in this project will be better equipped to incorporate technology in their future careers.

The LinCT project will investigate effective approaches for broadening the participation of underrepresented populations by providing female pre-service teachers and female youth with opportunities to lead programming at the Science Museum of Minnesota (SMM). Over three years, the LinCT project will employ 8-12 female teachers-in-training [Teacher Tech Cadres (TTC)] and 12-24 female youth [Youth Teaching Tech Crews (Y-TTC)] from demographics that are underrepresented in STEM fields. The integration of these groups will result in relationships fostered within an educational program, where all participants are learners and teachers, mentors and mentees. The results of this unique program model will be assessed through the experiences of this focused professional learning and teaching community. The LinCT research study will focus on three aspects of the project. First, it will seek to understand how the teachers-in-training and youth experience the project model's varied learning environments. Next, the study will explore how the TTC's and the Y-TTC's motivation, confidence, and self-efficacy with integrating technology across educational settings change because of the program. Finally, the study will seek to understand the lasting aspects of culture, training, and community building on SMM's internal teams and LinCT partner institutions (University of St. Catherine's National Center for STEM Elementary Education and Metropolitan State University's School of Urban Education).
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TEAM MEMBERS: Kathryn Guimond Sarah Cohn Joseph Adamji Lauren Causey Shannon McManimon
resource research Public Programs
The “Fourth Industrial Revolution” is transforming the world of work. Just as it happened with the technologies of the steam, electricity and computer revolutions, digital technologies are now becoming pervasive and reshaping all parts of the global economy. The computing industry’s rate of job creation in the U.S. is now three times the U.S. national average. This rapid expansion of the computing workforce means that computing skills – with coding at the core – are the most sought-after skills in the American job market. Yet amid this boom, research by Accenture and Girls Who Code shows
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TEAM MEMBERS: Accenture Research Kate Harrison
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona
resource research Public Programs
Young adulthood, typically defined as between the ages of 18 and 25, is a critical period of growth during which young people acquire the education and training that serve as the basis for their later occupations and income (Arnett, 2000). The successful transition from adolescence to early adulthood requires youth to have the skills and resources to graduate high school and then go to college or enter the workforce (Fuligni & Hardway, 2004; Lippman, Atienza, Rivers, & Keith, 2008). To accomplish these tasks in advanced urban societies, young adults need a wide range of social, cognitive
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TEAM MEMBERS: Julie O'Donnell Sandra Kirkner
resource evaluation Public Programs
This is the final evaluation report on the Laurel Clark Earth Camp Experience, a multi-component program to incorporate NASA satellite data into summer field programs for teens, environmental and water education for teachers, environmental after-school clubs and Earth Science exhibits at the Arizona- Sonora Desert Museum.
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TEAM MEMBERS: Debra Colodner
resource evaluation Media and Technology
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
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TEAM MEMBERS: WGBH Educational Foundation Sonja Latimore Christine Paulsen
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource evaluation Media and Technology
Internet Community of Design Engineers (iCODE) program, which took an innovative approach to structuring self-directed learning –– using a collaborative on-line environment to facilitate hands-on activities, was a three year program led by the University of Massachusetts Lowell and Machine Science Inc., Cambridge. The overall objective of this program, which involved after-school and summer sessions and was funded by NSF’’s Innovative Technology Experiences for Students and Teachers (ITEST) Program, was to increase the likelihood that participating middle school and high school students will
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TEAM MEMBERS: Rucha Londhe Colleen Manning Rachel Schechter Laura Houseman Irene Goodman
resource project Public Programs
This is a Science Learning+ planning project that will develop a plan for how to conduct a longitudinal study using existing data sources that can link participation in science-focused programming in out-of-school settings with long-range outcomes. The data for this project will ultimately come from "mining" existing data sets routinely collected by out-of-school programs in both the US and UK. 4H is the initial out-of-school provider that will participate in the project, but the project will ideally expand to include other youth-based programs, such as Girls Inc. and YMCA. During the planning grant period, the project will develop a plan for a longitudinal research study by examining informal science-related factors and outcomes including: (a) range of educational outcomes, (b) diversity and structure of learning activities, (c) links to formal education experiences and achievement measures, and (d) structure of existing informal science program data collection infrastructure. The planning period will not involve actual mining of existing data sets, but will explore the logistics regarding data collection across different informal science program, including potential metadata sets and instruments that will: (a) identify and examine data collection challenges, (b) explore the implementation of a common data management system, (c) identify informal science programs that are potential candidates for this study, (d) compare and contrast data available from the different programs and groups, and (e) optimize database management.
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resource project Public Programs
This Science Learning+ project will develop research-and-practice activities to explore how an integrated art, STEM, and society (what we refer to as STEAM) approach can expand science engagement and learning of youth aged 15-19, from low-income and non-dominant cultural communities. The project will review current knowledge, practice, and trends related to underrepresented youth, STEAM, and science engagement. The review will be used to develop: (1) A cross-setting research framework for investigating the relationship between informal STEAM learning experiences and young people's developing engagement with science. (2) Design principles for out-of-school STEAM programs that have proven effective in cultivating youth engagement with science and making relevant cross-setting connections. (3) Practitioner-friendly program evaluation tools that integrate findings from current research and practice related to cross-setting science learning of young adults especially non-dominant youth as it relates to STEAM learning experiences.
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resource project Public Programs
During middle school, many young people disengage from and consequently do not achieve in school-based STEM subjects. This phenomenon is more pronounced among young people in low-income communities than elsewhere. Many summer, out-of-school STEM programs are designed to offer young people opportunities to engage in hands-on, inquiry-based learning that promote interest and engagement in STEM. Research on the effect of these types of programs is limited, however. This research project seeks to fill this gap by identifying and studying practices that promote interest and engagement in STEM-related topics. The central goal of the summer STEM Interest and Engagement Study is to identify instructional practices associated with cultivating and sustaining young people's interest and engagement in out-of-school STEM summer learning programs for middle school youth. The project is based on a model of change developed from existing theory and empirical research on the cultivation of youths' interest and engagement in STEM. The project is a descriptive study that will apply multiple data collection and analytic methods, including the Experience Sampling Method (ESM), to determine instructional practices and the resulting interest, engagement, and perceptions of youth as they participate in STEM activities. In addition, survey data provided by program participants will allow the researchers to account for individual differences in preexisting interest and background factors, such as gender and ethnicity, and to measure changes in dispositions toward STEM. By better understanding these connections, practitioners can better understand how the design of their programs may influence the outcome of the participants' experience, including their education and career decisions.
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TEAM MEMBERS: Deborah Moroney Neil Naftzger Lee Shumow Jennifer Schmidt
resource research Public Programs
This poster was presented at the 2014 AISL PI Meeting. It describes a project that creates experiences in herpetology (the study of reptiles and amphibians) for rural underrepresented groups.
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TEAM MEMBERS: University of North Carolina Greensboro Catherine Matthews