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resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource project Media and Technology
As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. This media and technology project will scale up Youth Radio's proven model of STEM education through youth-driven multimedia journalism and related app development using the MIT App Inventor. A new Youth News Network (YNN) will implement a nationwide feeder system of youth reporters and educators using the previously developed and proven STEM curriculum. Previous research and evaluation has demonstrated that this model can engage underserved youth and put them in leadership positions in technological innovation. Key deliverables include the YNN STEM Desk that will produce 15-20 STEM-related stories each year; bootcamps (1-3 day workshops) training youth around the country focusing on app development and media links; and new toolkits providing resources to help with app development, data analysis and other STEM-specific skills. Project partners include MIT Media Lab, National Public Radio, Best Buy's Teen Tech Centers, National Writing Project, Computer Clubhouses, and PBS Learning Media among others.

Over the previous eight years, research and evaluation findings had been used to refine the project. These data served as the foundation for this scale-up project. The research conducted by the investigator and the Scholar-in-Residence in this scale-up uses an embedded ethnographic approach that combines field notes, recorded meetings and discussions, media artifacts, etc.--data that is transcribed and coded for indicators of STEM learning and critical computational literacy. The external summative evaluation will build on prior evidence regarding how this unique model engages youth and impacts their skills in STEM related media and technology.
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TEAM MEMBERS: Elisabeth Soep Ellin O'Leary Harold Abelson
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 Public Programs
This project by California State University San Marcos and their collaborators will expand and continue to innovate on a pilot Mobile Making program with the goal of developing a sustainable, regional model for serving underserved, middle-school aged youth in twelve after-school programs in the San Diego region. Evaluation of the current Mobile Making program has documented positive impacts on participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life, and led to a model for engaging underserved youth in Making. The work will focus on implementing the program model sustainably at greater capacity by increasing the number of undergraduate activity leaders, after-school sites, and level of community engagement. The expanded Mobile Making program is expected to engage ~1800 middle school youth at 12 local school sites, with activities facilitated by ~1020 undergraduate CSU-SM STEM majors. The sites are in ethnically diverse and economically disadvantaged neighborhoods, with as many as 90% of students at some sites qualifying for free or reduced price lunch. The undergraduate facilitators are drawn from CSU-SM's diverse student body, which includes 44% underrepresented minorities. Outcomes are expected to include increases in the youth participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life. Positive impacts on the undergraduate facilitators will include broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. The program is designed to achieve sustainability through innovative means such as involving undergraduate facilitators via Community Service Learning (rather than paid positions), and increased community engagement via development and support of a community of practice including local after-school providers, teachers, Makers, and University members. Evaluation of the program outcomes and lessons learned are expected to result in a comprehensive model for a sustainable, university-based after-school Making program with regional impact in underserved communities. Dissemination to other regions will be leveraged via CSU-SM's membership in the California State University (CSU) system, yielding a potential statewide impact. The support of the CSU Chancellor's Office and input from a CSU implementation group will ensure the applicability of the model to other regional university settings, identify common structural barriers and solutions, and increase the probability of secondary implementations. 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: Edward Price Charles De Leone
resource project Public Programs
Community education with regard to science comes in many forms and is usually designed to address issues within that community. In this proposal, land use is the focus. This is a general topic and applicable in nearly all locations within communities and in the State. In this case, the topic is used to educate adults and high school students providing each with unique identities. Using satellite-enabled tools, the topology of an area can be mapped in detail and assessed for use thus enabling science education for both adults and high school students. The studies will involve intergenerational learning which is an area needing additional study. Also, the proposers are going to broaden the scope so that it impacts several different areas in the State of Connecticut. This is important because in doing so it will include the diversity of cultures within the State and the education results will reflect this diversity. As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. This proposed effort aims to promote lifelong STEM learning through a focus on conservation, geospatial technology and community engagement. The goals are to: (1) develop particular STEM knowledge and skills, and foster STEM identity authoring/learning in two disparate groups of lifelong learners, and (2) gain a deeper understanding of the ways that this learning occurs through research and evaluation. The project will develop an educational program that focuses on conservation science and recent advances in web-enabled geospatial technologies (geographic information systems, remote sensing, and global positioning systems) that, for the first time, make these technologies accessible and attainable for the public. The focus will be on urban and rural areas with underrepresented populations of STEM learners. Two groups of lifelong learners will be targeted: adult volunteers involved with community land conservation issues, and high school-aged adolescents enabling the project to investigate the processes and impacts of intergenerational learning.
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TEAM MEMBERS: John Volin David Moss David Campbell Chester Arnold Cary Chadwick
resource project Media and Technology
This project will capitalize on the power of story to teach foundational computational thinking (CT) concepts through the creation of animated and live-action videos, paired with joint media engagement activities, for preschool children and their parents. Exposure at a young age to CT is critical for preparing all students to engage with the technologies that have become central to nearly every occupation. But despite this recognized need, there are few, if any, resources that (1) introduce CT to young children; (2) define the scope of what should be taught; and (3) provide evidence-based research on effective strategies for bringing CT to a preschool audience. To meet these needs, WGBH and Education Development Center/Center for Children and Technology (EDC/CCT) will utilize an iterative research and design process to create animated and live-action videos paired with joint media engagement activities for parents and preschool children, titled "Monkeying Around". Animated videos will model for children how to direct their curiosity into a focused exploration of the problem-solving process. Live-action videos will feature real kids and their parents and will further illustrate how helpful CT can be for problem solving. With their distinctive visual humor and captivating storytelling, the videos will be designed to entice parents to watch alongside their children. This is important since parents will play an important role in guiding them in explorations that support their CT learning. To further promote joint media engagement, hands-on activities will accompany the videos. Following the creation of these resources, an experimental impact study will be conducted to capture evidence as to if and how these resources encourage the development of young children's computational thinking, and to assess parents' comfort and interest in the subject. Concurrent with this design-based research process, the project will build on the infrastructure of state systems of early education and care (which have been awarded Race to the Top grants) and local public television stations to design and develop an outreach initiative to reach parents. Additional partners--National Center for Women & Information Technology, Code in Schools, and code.org (all of whom are all dedicated to promoting CT)--will further help bring this work to a national audience.

Can parent/child engagement with digital media and hands-on activities improve children's early learning of computational thinking? To answer this question, WGBH and EDC/CCT are collaborating on a design-based research process with children and their parents to create Monkeying Around successive interactions. The overarching goal of this mixed-methods research effort is to generate evidence that supports the development of recommendations around the curricular, instructional, and contextual factors that support or impede children's acquisition of CT as a result of digital media viewing and hands-on engagement. Moving through cycles of implementation, observation, analysis, and revision over the course of three years, EDC/CCT researchers will work closely with families and WGBH's development team to determine how children learn the fundamentals of CT, how certain learning tasks can demonstrate what children understand, how to stimulate interest in hands-on activities, and the necessary scaffolds to support parental involvement in the development of children's CT. Each phase of the research will provide rich feedback to inform the next cycle of content development and will include: Phase 1: the formulation of three learning blueprints (for algorithmic thinking, sequencing, and patterns); Phase 2: the development of a cohesive set of learning tasks to provide evidence of student learning, as well as the production of a prototype of the digital media and parent/child engagement resources (algorithmic thinking); Phase 3-Part A: pilot research on the prototype, revisions, production of two additional prototypes (sequencing and patterns); Phase 3-Part B: pilot research on the three prototypes and revisions; and Phase 4: production of 27 animated and live-action videos and 18 parent/child engagement activities and a study of their impact. Through this process, the project team will build broader knowledge about how to design developmentally appropriate resources promoting CT for preschool children and will generate data on how to stimulate interest in hands-on activities and the necessary scaffolds to support parental involvement in the development of children's CT. The entire project represents an enormous opportunity for WGBH and for the informal STEM media field to learn more about how media can facilitate informal CT learning in the preschool years and ways to broaden participation by building parents' capacity to support STEM learning. 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.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne
resource project Public Programs
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. This proposed effort embraces broad participation by the three Ute tribes, History Colorado, and scientists in the field of archaeology to investigate and integrate traditional ecological knowledge and contemporary Western science. The project will preserve knowledge from the Ute peoples of Colorado and Utah, including traditional technology, ethnobotany, engineering and math. Results from this project will inform educational efforts in similar communities.

This project will build on the long-standing collaborations between History Colorado (HC), the Southern Ute Indian Tribe, Ute Mountain Ute Tribe and Ute Indian Tribe, Uintah & Ouray Reservation, and the Dominguez Archaeological Research Group DARG). HC will implement and evaluate a regional informal learning collaboration focused on Ute traditional and contemporary STEM knowledge serving over 128,000 learners through tribal programs, local history museums and educational networks. This project will advance the understanding of integrated knowledge and the role of Ute people as STEM learners and practitioners. This Informal Science Learning project will increase lifelong STEM learning in rural communities and create a replicable model for collaboration among tribes, history museums, and scientists.
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TEAM MEMBERS: Liz Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project Exhibitions
This project will bring STEM education to rural communities through local public libraries. Museum quality exhibits labelled as "Discover Earth", "Discover Technology", and "Discover Space" will spend 3 months at a series of locations around the Nation. Twenty four medium sized libraries will be chosen for the large exhibits and forty small libraries will be chosen for scaled down versions. The project's intent is to provide exhibits in every state and to reach as many under-represented individuals as possible. The significance of this project is that rural areas of this country are underserved regarding STEM education and since this segment of society is represented by 50-60 million residents, it is important to reach out to them. There is a significant segment of the Nation's population (50-60 million) that is underserved by out-of-school learning venues such as museums and science centers. An earlier phase 1 project demonstrated at 18 sites that rural libraries and librarians could provide STEM education to community members ranging in age from adults to children using these hands-on exhibits. Each exhibit (earth, space or technology) includes information about the topic and technologically enabled models to provide interesting and fun discovery mechanisms. They use common layman friendly language that highlights the most recent discoveries in each area. Each exhibit will be placed in the selected library for 3 months during which the library will organize events to feature and advertise the STEM learning opportunities. Another feature of this project will be to determine the models of learning in library settings and as a function of the demographics. The partners in this project that bring the necessary expertise are the American Library Association, the Afterschool Alliance, the Association of Rural and Small Libraries, the University of Colorado Museum, Datum Advisors, LLC, Evaluation and Research Associates, the Lunar and Planetary Institute, the American Geophysical Union, and the Space Science Institute.
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TEAM MEMBERS: Paul Dusenbery Robert Jakubowski Anne Holland Laine Castle Keliann LaConte
resource project Public Programs
Pipeline for Remote Sensing Education and Application (PRSEA), will increase awareness, knowledge and understanding of remote sensing technologies and associated disciplines, and their relevance to NASA, through a combination of activities that build a “pipeline” to STEM and remote sensing careers, for a continuum of audiences from third grade through adulthood. This program will be led by Pacific Science Center. The first objective is to engage 50 teens from groups underrepresented in STEM fields in a four-year career ladder program; participants will increase knowledge and understanding of remote sensing as well as educational pathways that lead to careers in remote sensing fields at NASA and other relevant organizations. The second objective is to serve 2,000 children in grades 3-5, in a remote sensing-based out-of school time outreach program that will increase the participant’s content knowledge of remote sensing concepts and applications and awareness and interest in remote sensing disciplines. PRSEA’s third objective is to engage 180 youth, grades 6-8, in remote sensing-themed summer intensive programs through which youth will increase knowledge of remote sensing concepts and applications and increase awareness and interest in educational and career pathways associated with remote sensing and NASA’s role in this field. The final objective is to engage 10,000 visitors of all ages with a remote sensing-themed Discovery Cart on Pacific Science Center’s exhibit floor. By engaging in cart activities, we anticipate visitors will increase their level of awareness and interest in the topic of remote sensing and NASA’s role in contributing to this field.
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TEAM MEMBERS: Ellen Lettvin
resource project Public Programs
Nationally, there is tremendous interest in enhancing participation in science, technology, engineering, and mathematics (STEM). Providing rich opportunities for engagement in science and engineering practices may be key to developing a much larger cadre of young people who grow up interested in and pursue future STEM education and career options. One particularly powerful way to engage children in such exploration and playful experimentation may be through learning experiences that call for tinkering with real objects and tools to make and remake things. Tinkering is an important target for research and educational practice for at least two reasons: (1) tinkering experiences are frequently social, involving children interacting with educators and family members who can support STEM-relevant tinkering in various ways and (2) tinkering is more open-ended than many other kinds of building experiences (e.g., puzzles, making a model airplane), because it is the participants' own unique questions and objectives that guide the activity. Thus, tinkering provides a highly accessible point of entry into early STEM learning for children and families who do not all share the same backgrounds, circumstances, interests, and expertise. This Research-in-Service to Practice 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. The project will take place in the Tinkering Lab exhibit at Chicago Children's Museum. The research will investigate how reflective interactions between parents and children (ages 6-8) during tinkering activities ultimately impact child engagement in STEM. Design-based research (DBR) is well-suited to the iterative and contextually-rich process of tinkering. Using a DBR approach, researchers and museum facilitators will be trained to prompt variations of simple reflection strategies at different time points between family members as a way to strengthen children's engagement with, and memory of these shared tinkering events. Through progressive refinement, each cycle of testing will lead to new hypotheses that can be tested in the subsequent round of observations. The operationalization of study constructs and their measurement will come organically from families' activities in the Tinkering Lab and will be developed in consultation with members of the advisory board. Data collection strategies will include observation and interviews; a series of coding schemes will be used to make sense of the data. The research will result in theoretical and practical understanding of ways to enhance STEM engagement and learning by young children and their families through tinkering. A diverse group of at least 350 children and their families will be involved. The project will provide much needed empirical results on how to promote STEM engagement and learning in informal science education settings. It will yield useful information and resources for informal science learning practitioners, parents, and other educators who look to advance STEM learning opportunities for children. This research is being conducted through a partnership between researchers at Loyola University of Chicago and Northwestern University and museum staff and educators at the Chicago Children's Museum.
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TEAM MEMBERS: David Uttal Tsivia Cohen Catherine Haden Perla Gamez
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
resource project Media and Technology
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston