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resource project Informal/Formal Connections
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. This project examines the conditions in which families and young learners most benefit from "doing science and math" together among a population that is typically underserved with respect to STEM experiences--families experiencing poverty. This project builds on an existing program called Teaching Together that uses interactive parent-child workshops led by a museum educator and focused on supporting STEM learning at home. The goal of these workshops is to increase parents'/caregivers' self-perception and ability to serve as their child's first teacher by supporting learning and inquiry conversations during daily routines and informal STEM activities. Families attend a series of afternoon and evening workshops at their child's preschool center and at a local children's museum. Parents/Caregivers may participate in online home learning activities and museum experiences. The project uses an experimental design to test the added value of providing incremental supports for informal STEM learning. The study uses an experimental design to address potential barriers parents/caregivers may perceive to doing informal STEM activities with their child. The project also explores how the quantity and quality parent-child informal learning interactions may relate to changes in children's science and mathematics knowledge during the pre-kindergarten year. The project partners include the Children's Learning Institute at the University of Texas Health Science Center at Houston and the Children's Museum of Houston.

The project is designed to increase understanding of how parents/caregivers can be encouraged to support informal STEM learning by experimentally manipulating key aspects of the broader expectancy-value-cost motivation theory, which is well established in psychology and education literatures but has not been applied to preschool parent-child informal STEM learning. More specifically, the intervention conditions are designed to identify how specific parent supports can mitigate potential barriers that families experiencing poverty face. These intervention conditions include: modeling of informal STEM learning during workshops to address skills and knowledge barriers; materials to address difficulties accessing science and math resources; and incentives as a way to address parental time pressures and/or costs and thereby improve involvement in informal learning activities. Intervention effects will be calculated in terms of effect sizes and potential mediators of change will be explored with structural equation modeling. The first phase of the project uses an iterative process to refine the curriculum and expand the collection of resources designed for families of 3- to 5-year-olds. The second phase uses an experimental study of the STEM program to examine conditions that maximize participation and effectiveness of family learning programs. In all, 360 families will be randomly assigned to four conditions: 1) business-as-usual control; 2) the Teaching Together core workshop-based program; 3) Teaching Together workshops + provision of inquiry-based STEM activity kits for the home; and 4) Teaching Together workshop + activity kits + provision of monetary incentives for parents/caregivers when they document informal STEM learning experiences with their child. The interventions will occur in English and Spanish. A cost analysis across the interventions will also be conducted. This study uses quantitative and qualitative approaches. Data sources include parent surveys and interviews, conversation analysis of home learning activities, parent photo documentation of informal learning activities, and standardized assessments of children's growth in mathematics, science, and vocabulary knowledge.

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: Tricia Zucker
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. 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.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan
resource project Exhibitions
In March of 2016, a total solar eclipse occurred in the southwestern pacific; and in August of 2017, a total solar eclipse occurred across a broad swath of the United States. The Exploratorium launched a 2.5
year public education program—Navigating the
 Path of Totality—that used these two
 total solar eclipses as platforms for
 sparking public engagement and learning 
about the Sun, heliophysics, and the STEM
 content related to both. These sequential
 eclipses provided an unprecedented
 opportunity to build and scaffold public
 engagement and education. Our strategy was to 
start the public engagement process with the 
2016 eclipse, nurture that engagement with
 resources, activities and outreach during the 17
 months between the eclipses, so that audiences (especially in the U.S., where totality was visible in multiple areas across the country) would be excited, actively interested, and prepared for deeper engagement during the 2017 eclipse. For the August 2017 eclipse, the Exploratorium produced live telescope and program feeds from Madras, OR and Casper, WY. The Exploratorium worked with NASA to leverage what was a once-in-a-lifetime experience for millions to bring heliophysics information and research to students, educators, and the public at large through a variety of learning experiences and platforms.

The core of this project was live broadcasts/webcasts of each eclipse. To accomplish these objectives, the Exploratorium produced and disseminate live feeds of telescope-only images (no commentary) of each eclipse originating them from remote locations; produce and disseminate from the field live hosted broadcasts/webcasts of each eclipse using these telescope images; design and launch websites, apps, videos, educator resources, and shareable online materials for each eclipse; design and deliver eclipse themed video installations for our Webcast studio and Observatory gallery in the months that lead up to each eclipse and a public program during each eclipse; and conduct a formative and summative evaluation of the project. 


These broadcasts/webcasts and pre-produced videos provide the backbone upon which complementary educational resources and activities can be built and delivered. Programs and videos were produced in English and Spanish languages. As a freely available resource, the broadcasts/webcasts also provide the baseline content for hundreds if not thousands of educational efforts provided by other science-rich institutions, schools, community-based organizations, and venues. Platforms such as NASA TV and NASA website, broadcast and online media outlets such as ABC, NBC, CBS, CNN, MSNBC and PBS, as well as hundreds of science institutions and thousands of classrooms streamed the Exploratorium eclipse broadcasts as part of their own educational programming, reaching 63M people. These live broadcasts were relied upon educational infrastructure during total solar eclipses for institutions and individuals on the path and off the path alike.
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TEAM MEMBERS: Robert Semper Robyn Higdon Nicole Minor
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 Broad Implementation project would scale up the CryptoClub Project, an afterschool and online program designed to engage middle school youth in mathematics and cryptography. The project builds on previous successful work and evaluation that is ready for scale up using a train-the-trainer model implemented through a partnership with the National Girls Collaborative. The project will train 160 new CryptoClub leaders who will then train 800 new leaders at 20 hub sites reaching 9600 students. In addition, professional development modules and webinars will continue to refresh leader skills. Other project components include an online multiplayer cryptography game, weekly challenges through social media, and digital cryptology badges for students.

The research uses a think-aloud method with students as they actually attempt to solve the cryptology problems using mathematical thinking. Three think-aloud studies will be performed during the Project. The research team will code transcripts of the interviews for evidence of the mathematical thinking intended to be addressed by each activity, as well as capturing unexpected kinds of thinking. Tasks will also be rated according to the type of knowledge elicited. A written report will include statistical analyses of the think-aloud and interview responses, interpreted in light of the overall CryptoClub goals. The findings will contribute to both future research efforts and practice. The evaluation by EDC uses a quasi-experimental design, which assesses project outcomes for trainers, leaders, students, and Internet users. EDC will also investigate the fidelity to the CryptoClub model as it is scaled up. These studies have strong potential for informing numerous other projects that are at a stage where scale up is under consideration.
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TEAM MEMBERS: Janet Beissinger
resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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