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resource research Informal/Formal Connections
This is a brief literature review examining the theory and practice of Community-Based Participatory Research (CBPR). It highlights CBPR's liberatory intent, and focuses on CBPR practice in indigenous communities and among youth. 
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TEAM MEMBERS: Adhann Iwashita
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: John H Falk Elysa Corin Stacey Sheehan
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Sherry Hsi Darrell Porcello Hyun Joo
resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Janice McDonnell Marissa Staffen​ ​
resource evaluation Media and Technology
PocketMacro is a mobile app designed by The Human-Computer Interaction Institute at Carnegie Mellon University to help users better identify benthic macroinvertebrates commonly found in streams and other waterways. In Summer 2021, the app and other supplemental materials were highlighted during trainings for educators held at the Stroud Water Research Center. The evaluation team from Rockman et al Cooperative (REA) surveyed and interviewed educators who participated in the summer trainings to determine what they took away from the experience and to gather feedback about the PocketMacro app
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resource research Media and Technology
In July 2020, Dr. Brigid Barron and her team at Stanford University’s Graduate School of Education and the Joan Ganz Cooney Center convened a virtual workshop to mobilize a community of investigators to explore innovative methods for studying family and community learning during the pandemic. Participants included NSF RAPID-COVID grantees from Stanford University, University of Washington, and the University of Michigan. This report summarizes the strategies and insights generated at this workshop so that they may be shared among a wider network of researchers, practitioners, funders, and
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resource project Media and Technology
This project will scale up fully virtual or face-to-face STEM professional development to afterschool educators in both urban and rural settings. Given that many afterschool educators have little or no background in STEM education, there is demand for professional development that is effective, inexpensive, and accessible. This project will build national capacity in STEM education by developing the STEM skills of over 1,500 educators across multiple states and will ultimately impact over 31,000 under-represented youth in these areas. The project will also deliver robust materials through a free open-source mechanism, for use by educators anywhere and anytime. The project will broaden participation in STEM by engaging community educators in the rural parts of the nation, a critically under-represented group in STEM. It will also reach educators from low-income urban communities across three states and seven cities, targeted through strategic networks and partnerships, including organizations such as the YMCA, 4-H, and the National Afterschool Association.

This collaborative project is scaling the ACRES model (Afterschool Coaching for Reflective Educators in STEM). The model humanizes the virtual experience, making it social and engaging, and allows educators to learn, share, and practice essential STEM facilitation skills with a focus on making STEM relevant and introducing STEM careers to youth. In addition to enhancing the professional STEM skills of rural and urban educators, the project will create a national cohort of coaches with deep expertise in (i) converting in-person activities for youth into a highly engaging, choice-rich online format, (ii) engaging isolated informal educators in supportive professional learning communities, and (iii) coaching foundational research-based STEM facilitation skills that ensure these activities are pedagogically sound. A key part of this broad implementation project involves studying how to integrate an effective professional development program into afterschool organizations, including the ways afterschool programs adapt the materials to be culturally responsive to their local communities. The researchers will also study factors contributing to the longer-term sustainability of the program. The research will use surveys, interviews, direct observations, and case studies of participants to provide the field with valuable insights into scaling a program in the afterschool world.

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 extending 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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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 project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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: Scott Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
resource research Media and Technology
Presentation slides provide an overview the Wise Guys and Gals project, DRL 1422436.
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TEAM MEMBERS: David Burghardt
resource project Media and Technology
Across the United States, individuals, organizations, and communities are wrestling with a wide array of challenging and persistent science, technology, engineering, and mathematics (STEM)-related problems. A few examples include ensuring more equitable access to STEM careers; building capacity for rural libraries to support STEM learning; and supporting greater cyber literacy among youth. The good news is that thousands of individuals, organizations, and communities are coming up with great ideas for how to confront these problems; many of them supported by the NSF. Unfortunately, most will encounter significant roadblocks to success along the way, but not because of bad ideas. Most change agents falter along the lengthy and often convoluted pathway between idea and successful execution because they bump up against barriers they do not expect or know how to overcome. This Pilot and Feasibility Study will create Learning Solutions, a multi-platform program designed to support those people and entities engaged in work that cultivates the public's understanding of, engagement with, and interest in STEM fields and STEM-related information. First, the project will systematically identify the real, but often unspoken issues that individuals, organizations, and communities run into as they work to bring about significant and impactful STEM-related change. Then, the project will assemble, curate, and make digitally available a collection of tools, resources and strategies designed to help someone understand and resolve these kinds of issues if and when they arise. By better understanding the experiences of change agents, the challenges they face, and the creative learning solutions they enact, this project will ensure that more change agents successfully access the learning know-how they need, when they need it, in curated, easy-to-digest formats. This award is funded by the Advanced Informal STEM Learning program which contributes to STEM engagement and literacy, workforce development, and educational success via supporting new approaches to and evidence-based understanding of STEM learning in informal environments. Learning Solutions will build capacity and will help more professionals successfully bring more good ideas to fruition.

The target audience for this Pilot & Feasibility phase of Learning Solutions will be STEM professionals working at the intersection of STEM and society across diverse sectors. It will focus on change agents -- individuals who want to be or who already are engaged in community-based, action-oriented STEM-related change projects, whether acting on their own, within an organization, or as part of a broader community of organizations. To achieve the goal of making STEM-related change easier to accomplish, Learning Solutions will implement a multi-step process. With input from five Critical Advisors, 20 Key Informants, and ultimately hundreds of change agents, project staff will: 1) Utilize an iterative process of in-depth interviews and broadly disseminated surveys to identify the major understandings, skills and processes that current and past STEM-related change agents have experienced as impediments to their success; 2) Determine how best to describe and categorize these issues across diverse problem spaces; 3) Select twelve issues, based on which are the most frequently mentioned and/or perceived to be the most critical or challenging, and research and curate the best and most authoritative resources responsive to these dozen issues; and finally, 4) Use a variety of platforms (e.g., social media, traditional media, digital and in print publications, podcasts, panels, and group presentations) and utilization metrics to ensure effective digital delivery of potential solutions to the selected issues. By the project's end, we will have identified some of the key challenges the STEM-related change agents who work in communities across America regularly encounter, as well as the feasibility of developing a mechanism for helping those change agents discover preexisting and readily accessible resources to assist them in resolving those challenges.

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: John H Falk Elysa Corin Stacey Sheehan
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