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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 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 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
resource project Public Programs
This one-year Collaborative Planning project seeks to bring together an interdisciplinary planning team of informal and formal STEM educators, researchers, scientists, community, and policy experts to identify the elements, activities, and community relationships necessary to cultivate and sustain a thriving regional early childhood (ages 3-6) STEM ecosystem. Based in Southeast San Diego, planning and research will focus on understanding the needs and interests of young Latino dual language learners from low income homes, as well as identify regional assets (e.g., museums, afterschool programs, universities, schools) that could coalesce efforts to systematically increase access to developmentally appropriate informal STEM activities and resources, particularly those focused on engineering and computational thinking. This project has the potential to enhance the infrastructure of early STEM education by providing a model for the planning and development of early childhood focused coalitions around the topic of STEM learning and engagement. In addition, identifying how to bridge STEM learning experiences between home, pre-k learning environments, and formal school addresses a longstanding challenge of sustaining STEM skills as young children transition between environments. The planning process will use an iterative mixed-methods approach to develop both qualitative and quantitative and data. Specific planning strategies include the use of group facilitation techniques such as World Café, graphic recording, and live polling. Planning outcomes include: 1) a literature review on STEM ecosystems; 2) an Early Childhood STEM Community Asset Map of southeast San Diego; 3) a set of proposed design principles for identifying and creating early childhood STEM ecosystems in low income communities; and 4) a theory of action that could guide future design and research. This project is funded by 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.
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TEAM MEMBERS: Ida Rose Florez
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
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TEAM MEMBERS: Boris Volkov Jean King
resource evaluation Public Programs
Front-end and formative evaluation of the Science Museum of Minnesota'€™s Invention, Design, Engineering, and Art (IDEA) Cooperative youth development program was carried out from June 2008 - May 2009. The front-end and formative evaluation activities were guided by four overarching questions. 1. To what extent are youth able to apply IT and engineering process skills to design challenges? Can they come up with multiple solutions to challenges? Are they persistent problem solvers? 2. To what extent does the program provide youth with the necessary resources to help youth prepare for both
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TEAM MEMBERS: Amy Grack Nelson Melissa Fitzenberger Kathleen Miller Claire Phillippe
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative high school team, called the Invention Crew. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA Coop
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard