Skip to main content

Community Repository Search Results

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
DATE:
resource project Media and Technology
Despite decades of policies and programs meant to increase the representation of girls and women in science, technology, engineering, and mathematics (STEM), girls and women of color still represent a much smaller percent of the STEM workforce than they do in the US population. This lack of representation is preventing the US STEM workforce from reaching its true potential. Intersecting inequalities of gender, race, ethnicity, and class, along with stereotypes associated with who is successful in STEM (i.e., White men), lead to perceptions that they do not belong and may not succeed in STEM. Ultimately, these issues hinder girls’ STEM identity development (i.e., sense of belonging and future success), lead to a crisis of representation for women of color and have compounding impacts on the STEM workforce. Research suggests there are positive impacts of in-person STEM learning after-school and out-of-school time programs on girls’ sense of belonging. The increasing need for online learning initiated by the COVID-19 pandemic means it is vital to investigate girls’ STEM identity development within an online community. Thus, the project will refine and test approaches in online learning communities to make a valuable impact on the STEM identity development of girls of color by 1) training educators and role models on exemplary approaches for STEM identity development; 2) implementing a collaborative, girl-focused Brite Online Learning Community that brings together 400 girls ages 13-16 from a minimum of 10 sites across the United States; and 3) researching the impact of the three core approaches -- community building, authentic and competence-demonstrating hands-on activities, and interactive learning with women role models -- on participating girls’ STEM identities in online settings.

The mixed methods study is guided by guided by Carlone & Johnson’s model of STEM identity involving four constructs: competence, performance, recognition, and sense of belonging. Data collection sources for the quantitative portion of the project include pre- and post-surveys, while qualitative data sources will be collected from six case study sites and will include observations, focus group interviews with girls, artifacts created by girls and educators, educator interviews, and open-ended survey responses. This approach will enable the research team to determine how and the extent to which the Brite Online Learning Community influences STEM identity constructs, interpreting which practices lead to meaningful outcomes that can be linked to the development of STEM identity for participating girls in an online environment. The products of this work will include research-based, tested Brite Practices and a toolkit for fostering girls’ interest, identification, and long-term participation in STEM. The resulting products will increase the reach of informal STEM education programming to girls of color across the nation as online spaces can reach more girls, potentially increasing the representation of women of color in the STEM workforce.
DATE: -
TEAM MEMBERS: Roxanne Hughes Karen Peterson Abimbola Olukeye Qian Zhang
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
DATE:
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?
DATE:
TEAM MEMBERS: Ross Higashi
resource project Media and Technology
Refugee youth are particularly vulnerable to STEM disenfranchisement due to factors including limited or interrupted schooling following displacement; restricted exposure to STEM education; and linguistic, cultural, ethnic, socioeconomic, and racial minority status. Refugee youth may experience a gap in STEM skills and knowledge, and a conflict between the identities necessary for participation in their families and communities, and those expected for success in STEM settings. To conduct research to better understand these challenges, an interrelated set of activities will be developed. First, youth will learn principles of physics and computing by participating in cosmic ray research with physicists using an instructional approach that builds from their home languages and cultures. Then youth periodically share what they are learning in the cosmic ray research with their parents, siblings, and science teachers at family and community science events. Finally, youth conduct reflective research on their own STEM identity development over the course of the project. Research on learning will be conducted within and across these three strands to better understand how refugee youth develop STEM-positive identities. This project will benefit society by improving equity and diversity in STEM through (1) creating opportunities for refugee youth to participate in physics research and to develop computing skills and (2) producing knowledge on STEM identity development that may be applied more broadly to improve STEM education. Deliverables from this project include: (a) research publications on STEM identity and learning; (b) curriculum resources for teaching physics and computing to multilingual youth; (c) an online digital storytelling exhibit offering narratives about belonging in STEM research which can be shared with STEM stakeholders (policy makers, scientists, educators, etc.); and (d) an online database of cosmic ray data which will be available to physicists worldwide for research purposes. This Innovations in Development proposal 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.

This program is designed to provide multiple contexts, relationships, and modes across and within which the identity work of individual students can be studied to look for convergence or divergence. To achieve this goal, the research applies a linguistic anthropological framework embedding discourse analysis in a larger ethnography. Data collected in this study include field notes, audio and video recordings of naturalistic interactions in the cosmic ray research and other program activities, multimodal artifacts (e.g., students' digital stories), student work products, interviews, and surveys. Critically, this methodology combines the analysis of identity formation as it unfolds in moment-to-moment conversations (during STEM learning, and in conversations about STEM and STEM learning) with reflective tasks and the production of personal narratives (e.g., in digital stories and interviews). Documenting convergence and divergence of STEM identities across these sources of data offers both methodological and theoretical contributions to the field. The research will offer thick description of the discursive practices of refugee youth to reveal how they construct identities related to STEM and STEM disciplines across settings (e.g., during cosmic ray research, while creating digital stories), relationships (e.g., peer, parent, teacher), and the languages they speak (e.g., English, Swahili). The findings will be of potential value to instructional designers of informal learning experiences including those working with afterschool, museums, science centers and the like, educators, and scholars of learning and identity.

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.
DATE: -
TEAM MEMBERS: Tino Nyawelo John Matthews Jordan Gerton Sarah Braden
resource project Media and Technology
Research shows that algebra is a major barrier to student success, enthusiasm and participation in STEM for under-represented students, particularly African-American students in under-resourced high schools. Programs that develop ways to help students master algebra concepts and a belief that they can perform algebra may lead to more students entering engineering careers. This project will provide an online engineering program to support 9th and 10th grade Baltimore City Public Schools students, a predominantly low-income African-American cohort, to develop concrete goals of becoming engineers. The goals of the program are to help students with a growing interest in engineering to maintain that interest throughout high school. The project will also support students aspire to an engineering career. The project will develop in students an appreciation of requisite courses and skills, and increase self-efficacy in mathematics. The project will also develop a replicable model of informal education capable of reinforcing the mathematical foundations that students learn during the school day. Additionally, the project will broaden participation in engineering by being available to students during out-of-school time and by having relaxed entrance criteria compared to existing opportunities in supplemental engineering curricula. The project is a collaboration between the Baltimore City Public Schools, Johns Hopkins University Applied Physics Laboratory, Northrop Grumman Corporation, and Expanded School-Based Mental Health programs to support students both during and after participation. The project will benefit society by providing skills that will allow high school students to become members of tomorrow's highly trained STEM workforce.

The research will test whether an informal, scaffolded online algebra-for-engineering program increases students' mastery and self-efficacy in mathematics. The research will advance knowledge regarding informal education by applying Social Cognitive Career Theory as a framework for measuring program impact. The theoretical framework will aid in identifying mechanisms through which students with interest in engineering might persist in maintaining this interest through high school via algebra skill mastery and increased self-efficacy. The project will recruit 200 youth from the Baltimore City Public Schools to participate in the project over three years. Qualitative data will be collected to assess how student and school socioeconomic factors impact implementation, student engagement, and outcomes. The research will answer the following questions: 1) What effect does program participation have on math mastery? 2) What direct and indirect effects do program completion and supports have on students' mathematics self-efficacy? 3) What direct and indirect effects do program components have on engineering career goals by the end of the program? 4) What direct and indirect effects does math self-efficacy have on career goals? 5) To what extent are the effects of program participation on engineering career goals mediated by math self-efficacy and engineering interest? 6) How do school factors relate to the implementation of the program? 7) What socioeconomic-related factors relate to the regularity and continuation of student participation in the program? The quantitative methods of data analysis will employ descriptive and multivariate statistical methods. Qualitative data from interviews will be analyzed using an emergent approach and a coding scheme guided by theoretical constructs. Project results will be communicated to scholars and practitioners. The team will also share information through school newsletters and parent communication through Baltimore City Public Schools.

This project is 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 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.
DATE: -
TEAM MEMBERS: Michael Falk Christine Newman Rachel Durham
resource research Media and Technology
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
DATE:
TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource research Media and Technology
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people
DATE:
TEAM MEMBERS: Simona Cerrato Francesca Rizzato Lucia Tealdi Elena Canel
resource project Media and Technology
For public health to improve, all sectors of society much have access to the highest quality health science news and information possible. How that information is translated, packaged and disseminated is important: the stories matter. Our journalism and mentoring program will grow the health science literacy of the nation by building the next generation of science communicators, ensuring that cadre of youth from historically disadvantaged groups have the discipline, creativity and critical thinking skills needed to be successful health science-literate citizens and advocates within their own communities.

Using a combination of youth-generated videos, broadcast reporting and online curriculum resources, PBS NewsHour will engineer successful educational experiences to engage students from all backgrounds, and particularly underserved populations, to explore clinical, biomedical, and behavioral research. The PBS NewsHour’s Student Reporting Labs program, currently in 41 states, will create 10 health science reporting labs to produce unique news stories that view health and science topics from a youth perspective. We will incorporate these videos into lesson plans and learning tools disseminated to the general public, educators and youth media organizations. Students will be supported along the way with curricula and mentorship on both fundamental research and the critical thinking skills necessary for responsible journalism. This process will ensure the next generation includes citizens who are effective science communicators and self-motivated learners with a deep connection to science beyond the textbook and classroom.

PBS NewsHour will develop a STEM-reporting curriculum to teach students important research skills. The program will include activities that expose students to careers in research, highlight a diverse assortment of pioneering scientists as role models and promote internship opportunities. The resources will be posted on the PBS NewsHour Extra site which has 170,000 views per month and our partner sites on PBS Learning Media and Share My Lesson—the two biggest free education resource sites on the web—thus greatly expanding the potential scope of our outreach and impact.

NewsHour broadcast topics will be finalized through our advisory panel and the researchers interviewed for the stories will be selected for their expertise and skills as effective science communicators, as well as their diversity and ability to connect with youth. Finally, we will launch an outreach and community awareness campaign through strategic partnerships and coordinated cross promotion of stories through social media platforms.
DATE: -
TEAM MEMBERS: Patti Parson Leah Clapman
resource project Media and Technology
Despite the ubiquity of Artificial Intelligence (AI), public understanding of how it works and is used is limited This project will research, design, and develop innovative approaches focusing on Artificial Intelligence (AI) for under-represented youth ages 14-24. Program components include live social media chats with AI leaders, app development, journalistic investigations of ethical issues in machine learning, and review of AI-based consumer products. Youth Radio is a non-profit media and tech organizations that provides youth with skills in STEM, journalism, arts, and communications. They engage 250 youth annually through free after-school classes and work shifts. Participants are 90% youth of color and 80% low income. Project partners include the MIT Media Lab which developed App Inventor which allows novice users to build fully functional apps. Staff from Google will serve as a project advisor on the curriculum. The project has exceptional national reach through the dissemination of its media and apps through national outlets such as NPR and Teen Vogue as well as various platforms including online, on-air, as well as presentations, publications, and training tools. The project broadens participation by engaging these low income youth of color in developing skills critical to the workforce of the future. It will help prepare an upcoming generation of Artificial Intelligence creators, users, and consumers who understand the technology and embrace and encourage its potential.It will give them the necessary knowledge and opportunities for careers in an AI-driven future.

This project is grounded in sociocultural learning theory and practice and is interdisciplinary by design. The theoretical framework holds that Computational Thinking plus Critical Pedagogy leads to Critical Computational Literacy. Also, Digital Age Civics plus Participatory Culture leads to Civic Imagination helping youth build a better world through technology. The driving research questions include: What do underrepresented youth understand about AI and its role in society? What are the ethical dilemmas posed by AI from their vantage point? What are the features of an engaging ethics-centered pedagogy with AI? What impact do the AI products developed by the youth have on the target audience? The research design will use ethnographic techniques and design research to study and analyze youth learning. Data sources will include baseline surveys, audio recordings and transcriptions from learning sessions with the participants, research analytic memos, focus group interviews, student-generating artifacts of learning and finished products, etc. The design-based approach will enable systematic, evidence-based iteration on the initiative's activities, pedagogical approach and products. An independent summative evaluation will provide complementary data and perspective to triangulate with the research findings.

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.
DATE: -
TEAM MEMBERS: Elisabeth Soep Ellin O'Leary Harold Abelson
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.
DATE: -
TEAM MEMBERS: Ross Higashi
resource project Exhibitions
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. Informal STEM educational activities have proliferated widely in the US over the last 20 years. Additional research will further validate the long-term benefits of this mode of learning. Thus, elaborating the multitude of variables in informal learning and how those variables can be used for individual learning is yet to be defined for the circumstances of the learners. Thus, the primary objective of this work is to produce robust and detailed evidence to help shape both practice and policy for informal STEM learning in a broad array of common circumstances such as rural, urban, varying economic situations, and unique characteristics and cultures of citizen groups. Rather than pursuing a universal model of informal learning, the principal investigator will develop a series of comprehensive models that will support learning in informal environments for various demographic groups. The research will undertake a longitudinal mixed-methods approach of Out of School Time/informal STEM experiences over a five-year time span of data collection for youth ages 9-19 in urban, suburban, town, and rural communities. The evidence base will include data on youth experiences of informal STEM, factors that exert an influence on participation in informal STEM, the impact of participation on choices about educational pathways and careers, and preferences for particular types of learning activities. The quantitative data will include youth surveys, program details (e.g. duration of program, length of each program session, youth/facilitator ratio, etc.), and demographics. The qualitative data will include on-site informal interviews with youth and facilitators, and program documentation. 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.
DATE: -