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resource evaluation Media and Technology
Artificial Intelligence (AI), the research and development of machines to mimic human thought and behavior, encompasses one of the most complex scientific and engineering challenges in history. AI now permeates essentially all sectors of the economy and society. Young people growing up in the era of big data, algorithms, and AI need to develop new awareness, content knowledge, and skills to understand humans’ relationships with these new technologies and become producers of AI artifacts themselves. YR Media and MIT’s Understanding AI project researched and developed innovative approaches to
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resource evaluation Media and Technology
In 2019, the Advancing Informal STEM Learning program at the National Science Foundation funded the Advancing Ocean Science Literacy through Immersive Virtual Reality project, a pilot/feasibility and collaborative research project between The Hydrous and the Virtual Human Interaction Lab (VHIL) at Stanford University designed to investigate how immersive virtual reality using head mounted displays can enhance ocean literacy and generate empathy towards environmental issues, particularly among high school girls from different socio-economic backgrounds. The Hydrous was responsible for designing
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TEAM MEMBERS: Becky Carroll Pam Tambe
resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
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TEAM MEMBERS: Ross Higashi
resource research Public Programs
Our museum-based participatory research (PR) project was a collaboration between researchers and educators in an out-of-school time STEM education program for young people that positions STEM as a tool for community social justice. This project drew on literatures on reflective practice in museums and on research-practice partnerships. Yet following existing approaches did not work for us. Aligning research and pedagogical practices, we co-created practical, reflective, and practice-based data generation methods, calling them “embedded research practices:” context-specific, emergent methods
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TEAM MEMBERS: Shannon McManimon
resource research Public Programs
This brief focuses on a participatory study with the high school program of the Kitty Andersen Youth Science Center (KAYSC) at the Science Museum of Minnesota (SMM). Young people are organized into teams of up to 20 youth with an adult practitioner who delivers programming based on a STEM content area. Their activities and project-based learning are based in both STEM and social justice, coined in the KAYSC as “STEM Justice.” As part of our study, we wanted to understand youth and adult needs that exist in an informal STEM education program that weaves equity into its core. This brief
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TEAM MEMBERS: Choua Her
resource research Public Programs
The theory of “science capital” is increasingly showing up in formal and informal science education. Both face the common challenge of what is often called a “theory/practice divide”: academic theory not seeming relevant to the day-to-day needs and practices of educators. This brief shares what happened when practitioners and researchers working with the Kitty Andersen Youth Science Center (KAYSC) at the Science Museum of Minnesota took both theory and practice seriously, reclaiming terms and ideas in service of our work and communities. It explores how an informal science learning (ISL)
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TEAM MEMBERS: Shannon McManimon
resource research Public Programs
This brief shares youth development insights from a museum-based, informal science learning program that uses STEM as a tool for social justice. Key to the success of this program were young people and adults feeling at home in a welcoming, diverse, and inclusive space; activities that focused on connecting and relationships; a holistically supportive space that attended to family and personal needs; shared norms for conversation and expectations; and science content grounded in young people’s lives, experiences, and communities as well as work with community members. These needs were
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TEAM MEMBERS: Zdanna King
resource research Public Programs
This video presents reflections on SCIENCES: Supporting a Community’s Informal Education Needs—Confidence and Empowerment in STEM. SCIENCES brought together Eden Place Nature Center and the Chicago Zoological Society to collaboratively support environmental conservation and lifelong scientific learning in the Fuller Park neighborhood of Chicago. The SCIENCES project began in 2013 and focused on adapting existing educational programs into a suite of environmentally focused science learning opportunities for professional, student, and public audiences in the Fuller Park neighborhood
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resource evaluation Public Programs
The summative evaluation documents and articulates what SCIENCES has improved or changed, and in what ways. The final design of the summative evaluation was based on findings from the front-end and formative evaluations, including using participatory evaluation techniques to engage community members in discussing their experience with the programs and assessment of community needs and assets at the close of the project. The goal of the summative evaluation was to address discrete program impacts in the context of the project, as well as the cross-program impact of providing a thematically
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resource research Public Programs
In The Nature of Community: SCIENCES, we share the lessons learned from an innovative partnership designed to leverage the strengths of two nonprofit organizations—a large cultural institution and a smaller, deeply-rooted community-based organization, both of which offer informal science education expertise. You’ll read first-hand reflections of how staff members, community leaders and members, children, and adults experienced this partnership: the expectations, surprises, challenges, successes, and lessons learned. We hope the description of this partnership inspires other organizations to
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resource project Informal/Formal Connections
Museums in the US receive approximately 55 million visits each year from students in school groups. Field trip visits to an art museum have been found to positively impact critical thinking skills, empathy and tolerance - an increase that can be even more significant for youth from rural or high-poverty regions. While field trips are popular, especially at science museums, there have been no experimental studies about their impact on STEM career choices and interests, much less any which used a culturally sensitive and responsive approach. Given the resources put into field trips, this study investigates if causal links can be drawn between museum experiences and impact on youth. The Museum of Science & Industry uses a Learning Labs approach for engaging its visitors. These "Learning Labs" are facilitated experiences that run roughly an hour. Currently there are 12 lab topics. This study focuses on MedLab--one of the learning labs--as the setting for the research. MedLab is designed for on-site and online experience using ultra-sophisticated and highly versatile technology in challenges taken from research on the top healthcare issues that face adolescents in their communities.

This study is informed by research and theory on Social Cognitive Career Theory (SCCT) and Racial and Ethnic Identity. The former describes a process many follow when thinking about career options, broadly. The latter describes how people see themselves in the world through their membership with a racial and/or ethnic group. Both processes can collectively influence STEM career choices. This study follows an embedded mixed-method design. The quantitative portion includes an experimental, pre/post/delayed post-test design of both educators and their students using multiple measures taken mostly from previously published instruments. The qualitative portion includes observation rubrics of MedLab sessions along with interviews and focus groups with staff, educators, students and families that take place both within and outside of the museum. This is an experimental study of moderate size of both heterogeneous teacher and student populations in real world settings. It involves comparing youth and educators that participate in MedLab with those who do not. By conducting research that looks at each community through the lens of their unique experiences, the research will measure their impact more sensitively and authentically, addressing a gap in current literature on informal science, technology, engineering, or mathematics (STEM) career education with diverse students.

This study is funded by the Advancing Informal STEM Learning (AISL) program and the Innovative Technology Experiences for Students and Teachers (ITEST) program.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Aaron Price Bernadette Sanchez Aerika Loyd Rex Babiera Nicole Kowrach
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Ross Higashi