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resource project Media and Technology
Increasing the diversity of the Science, Technology, Engineering, and Mathematics (STEM) workforce hinges on understanding the impact of the many related, pre-college experiences of the nation’s youth. While formal preparation, such as high school course-taking, has a major influence, research has shown that out-of-school-time activities have a much larger role in shaping the attitudes, identity, and career interests of students, particularly those who are members of groups historically underrepresented in STEM fields (Black, Indigenous, Latinx, and/or Pacific Islander). A wide range of both innovative adult-led (science clubs, internships, museum-going, competitions, summer camps) and personal-choice (hobbies, family talk, games, simulations, social media, online courses) options exist. This project studies the variety and availability such experiences to pre-college students. The project is particularly interested in how community cultural capital is leveraged through informal activities and experiences, drawing upon the “funds of knowledge” that culturally diverse students bring to their STEM experiences (e.g., high aspirations, multilingual facility, building of sustaining social networks, and the capacity to challenge negative stereotyping). This study has the capability to begin to reveal evidence-based measures of the absolute and relative effectiveness of promising informal educational practices, including many developed and disseminated by NSF-funded programs. Understanding the ecology of precollege influencers and the hypotheses on which they are based, along with providing initial measures of the efficacy of multiple pathways attempting to broaden participation of students from underrepresented groups in STEM majors and careers, will aid decision-making that will maximize the strategic impact of federal and local efforts.

The project first collects hypotheses from the wide variety of stakeholders (educators, researchers, and students) about the kinds of experiences that make a difference in increasing students’ STEM identity and career interest. Identifying the descriptive attributes that characterize opportunities across individual programs and validating a multi-part instrument to ascertain student experiences will be carried out through a review of relevant literature, surveying stakeholders using crowdsourced platforms, and through in-depth interviews with 50 providers. A sample of 1,000 students from 2- and 4-year college and universities, drawn from minority-serving institutions, such as Historically Black Colleges, Hispanic Serving Institutions, and Tribal Colleges and Universities will serve to establish the validity and reliability of the derived instrument and provide estimates of the availability and frequency of involvement. Psychometric methods and factor analysis will guide us in combining related variables into indices that reflect underlying constructs. Propensity score weighting will be employed for estimating effects when exposure to certain OST activities is confounded with other factors (e.g., parental education, SES). Path models and structural equation models (SEM) will be employed to build models that use causal or time related variables, for instance, students’ career interests at different times in their pre-college experience. The study goes beyond evaluation of individual experiences in addressing important questions that will help policy makers, educators, parents, and students understand which OST opportunities serve the diverse values and goals of members of underrepresented groups, boosting their likelihood of pursuing STEM careers. This project is co-funded by the Advancing Informal STEM Learning (AISL) and EHR CORE Research (ECR) programs.
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TEAM MEMBERS: Philip Sadler Remy Dou Monique Ross Susan Sunbury Gerhard Sonnert
resource research Media and Technology
Charles Darwin is largely unknown and poorly understood as a historical figure. Similarly, the fundamental principles of evolution are often miss-stated, misunderstood, or entirely rejected by large numbers of Americans. Simply trying to communicate more facts about Darwin, or facts supporting the principles of evolution is inadequate; neither students nor members of the public will care or retain the information. On the contrary, building facts into a one-on-one conversational narrative creates an memorable opportunity to learn. Here, we create a digital-media, self-guided question and answer
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TEAM MEMBERS: David J. Lampe Brinley Kantorski John Pollock
resource research Media and Technology
In this chapter we present the ways in which institutional cultural differences impact the development and implementation of learning activities in informal settings. Five university-based centers for the study of chemistry worked with informal learning professionals to re-envision educational and public outreach activities about science. The projects were part of a broader effort to catalyze new thinking and innovation in informal education and chemistry centers. The set of projects illustrates the broad possibilities for informal learning settings, with projects targeting diverse audiences
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resource research Media and Technology
The ever-changing nature of academic science communication discourse can make it challenging for those not intimately associated with the field ― scientists and science-communication practitioners or new-comers to the field such as graduate students ― to keep up with the research. This collection of articles provides a comprehensive overview of the subject and serves as a thorough reference book for students and practitioners of science communication.
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TEAM MEMBERS: Achintya Rao
resource research Media and Technology
Science communication is less a community of researchers, but more a space where communities of research coexist to study and deal with communities of researchers. It is, as a field, a consequence of the spaces left between areas of expertise in (late) modern society. It exists to deal with the fragmentations of expertise in today’s society. In between those fragments is where it lives. It’s not an easy position, but an awareness of this unease is part of how science communication scholars can be most effective; as we examine, reflect, debate and help others manage the inescapable cultural
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TEAM MEMBERS: Alice Bell
resource research Media and Technology
Artists have used the environment as a subject forever and there is a long history of artists whose works affect peoples’ awareness of and perceptions of their natural environments. But only relatively recently have other artists become part of the modern environmental movement and of efforts to educate college students and the population at large about environmental issues. Environmental studies programs need to take advantage of this increased interest on the part of artists, and global warming provides a perfect vehicle.
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TEAM MEMBERS: Robert Turner
resource research Media and Technology
In this article, I review recent findings in cognitive neuroscience in learning, particularly in the learning of mathematics and of reading. I argue that while cognitive neuroscience is in its infancy as a field, theories of learning will need to incorporate and account for this growing body of empirical data.
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TEAM MEMBERS: Anthony Kelly
resource project Media and Technology
WQED and the Pennsylvania State University have created a new archeology series titled Time Travelers: Rediscovering the Past. This eight part series will present in compelling terms the recent scientific innovations in archeology and how new techniques have added startling insights into past civilizations. The programs are aimed at the general public and will reach an estimated 7,000,000 people. The series is thematically organized around vital issues such as: New Worlds; Great Spirits; Scribes and Subscriptions; The Artisan; Power and Prestige; The Hearth; Realms of the Maya; and Collapse. A major traveling museum exhibition will parallel the series and a trade book will be developed. The Annenberg/CPB project has authorized $2 million towards production and development of instructional materials for use as a college level course. WQED has an outstanding track record in development of television series. They have won over 100 national awards in the past ten years including ten Emmys and a Peabody award. The have a distinguished Advisory Committee to oversee accuracy of content. This series is a well designed, comprehensive and effective presentation of a most "visual" discipline. Reviewers were all enthusiastic about the series and characterized the production as innovative and thoughtful.
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TEAM MEMBERS: Jay Rayvid William Sanders Joanna Baldwin-Mallory David Webster
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
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TEAM MEMBERS: Judy Diamond
resource project Media and Technology
The Self-Reliance Foundation (SRF) Conociendo Tu Cuerpo (Know Your Body) Hispanic Community Health Sciences Education project is an initiative designed to introduce Hispanic students and families to biomedical science and health education resources, and increase their participation levels in these fields. The educational goals of the project are to: (1) Encourage Hispanic undergraduate students to pursue careers in biomedicine and science through a mentoring program at the university level; (2) Inspire an interest in biomedical science among Hispanic elementary-age students and parents through community outreach activities; (3) Inform Hispanic parents about biomedical science education standards and academic requirements for pursuing biomedical and science related careers; and (4) Inform and inspire Hispanic students and their families about the biomedical sciences and related careers through a series of daily nationally broadcast Spanish-language radio capsules, and a nationally syndicated Spanish newspaper column. Conociendo Tu Cuerpo (Know Your Body) includes several key components: A model, Washington, D.C., area coalition of informal science, health, community, education, and media organizations that will publicize and provide hands-on health science activities at community festivals and other community settings; Hispanic undergraduate student health-science fellows to be trained and provided experience in facilitating health science activities; and nationally broadcast Spanish-language radio capsules that will cover topics in areas of biomedicine, research, education, and health-science careers. Parents and students will be able to access additional information about biomedical science opportunities and Hispanic role models in the biomedical sciences through the project's Conociendo Tu Cuerpo website and the bilingual 800 telephone help line promoted by 147 participating radio stations and 102 newspapers nationwide. The project will be supported at the national level through collaboration with the Hispanic Radio Network and the Pacific Science Center. The Washington, D.C., collaborative will include the Capital Children's Museum, local Spanish language radio stations, area universities, and health and community organizations. Development Associates, the largest American education and evaluation consulting corporation, will evaluate the project.
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TEAM MEMBERS: Robert Russell Liza Fuentes
resource research Media and Technology
One challenge in scaling up effective educational programs is how to adjust implementation to local contexts. One solution that the authors Penuel, Fishman, Cheng, and Sabelli propose is “design-based implementation research,” (DBIR) in which researchers and practitioners collaboratively identify problems and strategies during implementation while learning from this process to support innovations in new contexts.
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TEAM MEMBERS: Jean Ryoo
resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
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TEAM MEMBERS: Katie Davis