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resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
People of color who live in low income, urban communities experience lower levels of educational attainment than whites and continue to be underrepresented in science at all educational and professional levels. It is widely accepted that this underrepresentation in science is related, not only to processes of historical exclusion and racism, but to how science is commonly taught and that investigating authentic, relevant science questions can improve engagement and learning of underrepresented students. Approaching science in these ways, however, requires new teaching practices, including ways of relating cross-culturally. In addition to inequity in science and broader educational outcomes, people of color from low income, urban communities experience high rates of certain health problems that can be directly or indirectly linked to mosquitoes. Recognizing that undertaking public health research and preventative outreach efforts in these communities is challenging, there is a critical need for an innovative approach that leverages local youth resources for epidemiological inquiry and education. Such an approach would motivate the pursuit of science among historically-excluded youth while, additionally, involving pre-service, in-service, and informal educators in joint participatory inquiry structured around opportunities to learn and practice authentic, ambitious science teaching and learning.

Our long-term goal is to interrupt the reproduction of educational and health disparities in a low-income, urban context and to support historically-excluded youth in their trajectories toward science. This will be accomplished through the overall objective of this project to promote authentic science, ambitious teaching, and an orientation to science pursuits among elementary students participating in a university-school-community partnership promise program, through inquiry focused on mosquitoes and human health. The following specific aims will be pursued in support of the objective:

1. Historically-excluded youth will develop authentic science knowledge, skills, and dispositions, as well as curiosity, interest, and positive identification with science, and motivation for continued science study by participating in a scientific community and engaging in the activities and discourses of the discipline. Teams of students and educators will engage in community-based participatory research aimed at assessing and responding to health and well-being issues that are linked to mosquitoes in urban, low-income communities. In addition, the study of mosquitoes will engage student curiosity and interest, enhance their positive identification with science, and motivate their continued study.

2. Informal and formal science educators will demonstrate competence in authentic and ambitious science teaching and model an affirming orientation toward cultural diversity in science. Pre-service, in-service, and informal educators will participate in courses and summer institutes where they will be exposed to ambitious teaching practices and gain proficiency, through reflective processes such as video study, in adapting traditional science curricula to authentic science goals that meet the needs of historically excluded youth.

3. Residents in the community will display more accurate understandings and transformed practices with respect to mosquitoes in the urban ecosystem in service of enhanced health and well-being. Residents will learn from an array of youth-produced, culturally responsive educational materials that will be part of an ongoing outreach and prevention campaign to raise community awareness of the interplay between humans and mosquitoes.

These outcomes are expected to have an important positive impact because they have potential for improving both immediate and long-term educational and health outcomes of youth and other residents in a low-income, urban community.
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TEAM MEMBERS: Katherine Richardson Bruna Lyric Colleen Bartholomay
resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource research Media and Technology
This document presents an overview of the quantitative survey data findings from the SL+ Equity Pathways in Informal Science Learning project. Further qualitative analysis on some of the open response data is yet to be completed. Findings are grouped into four areas: about the individuals taking part in the survey; their definitions and understanding of equity and related terms; their current equity practice; and their practices around equity work including reading, talking with colleagues and evaluation.
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TEAM MEMBERS: Louise Archer emily dawson Angela Calabrese Barton Lynn Dierking Amy Seakins Victoria Bonebrake
resource research Media and Technology
This briefing paper reports findings from the Youth Access & Equity in Informal Science Learning (ISL) project, a UK-US researcher-practitioner partnership funded by the Science Learning+ Phase 1 scheme. Our project focuses on young people aged 11-14 primarily from under-served and non-dominant communities and includes researchers and practitioners from a range of ISL settings, including designed spaces (eg museums, zoos), community-based (e.g. afterschool clubs) and everyday science spaces (e.g. science media).
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TEAM MEMBERS: Angela Calabrese Barton Lynn Dierking Day Greenberg Louise Archer emily dawson Amy Seakins
resource research Media and Technology
This briefing paper reports findings from the Youth Access & Equity in Informal Science Learning (ISL) project, a UK-US researcher-practitioner partnership funded by the Science Learning+ scheme. Our project focuses on young people aged 11-14 primarily from under-served and non-dominant communities and includes researchers and practitioners from a range of ISL settings: designed spaces (e.g. museums, zoos), community-based (e.g. after school clubs) and everyday science spaces (e.g. science media).
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resource project Media and Technology
The Richmond Public Library will create The Richmond Digital Health Literacy Project to provide low-income residents with tools and skills needed to access online information to improve their health. Participants will learn how to gain access to digital reference materials, e-books, mobile library offerings, and other resources. The project will bring together groups of participants around the topic of health information to develop customized online health curricula, provide training to 180 low-income residents in digital health literacy, and supply free broadband and wireless antennae to public computer centers. These activities will enable participants to develop skills and access relevant digital content to improve the health and the overall quality of life of Richmond residents.
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TEAM MEMBERS: Katy Curl
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help in envisioning the next generation of learning technologies and advancing what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that showed the possibilities of the proposed new type of learning technology, and project teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and answer questions about how people learn with technology. Although for years researchers have believed technology could afford anytime-anywhere learning, we still don't understand how learners behave differently across contexts, such as home, school, and in the community, and how to get youth to identify as learners across those contexts. This proposal aims to use mobile devices and strategically placed shared kiosks to 'scientize' youth in two low-income communities. Through strategic partnerships with community organizations, educators, and families, the innovation is to get primary and middle-school students engaging in scientific inquiry in the context of their neighborhoods. Research will help determine how the technology can best be deployed, but also answer important questions about how communities can provide support to help kids think like scientists and identify with science. This project will design and implement ubiquitous technology tools that include mobile social media and tangible, community displays (collectively called ScienceKit) that are deeply embedded into two urban neighborhoods, and demonstrate how such ubiquitous technologies and related cyberlearning strategies are vital to improve information flow and coordination across a neighborhood ecosystem, in order to create environments where children can connect their science learning across contexts and time (e.g. scientizing). A program called ScienceEverywhere comprised of partnerships between tightly connected neighborhood organizations with mentors, teachers, parents, and researchers will help learners develop scientifically literate practices both in and out of school, and will demonstrate students' learning to their communities. Research will consist of mixed methods studies of use of the tools, including iterative design-based research, ethnography, and the use of participant observers from the community; these will be triangulated with usage logs of the technologies and content analysis of microblogs by the learners on their identities and interests. Discourse analysis of interviews with focal learners will orient the qualitative work on identity development, and analysis using activity theory will inform the influences of the social practices and sociotechnical systems on learner trajectories. Formative evaluation will help shed light on if and how the sociotechnical system promotes STEM literacy and STEM identity development.
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TEAM MEMBERS: Tamara Clegg June Ahn Jason Yip
resource project Media and Technology
Virtual Missions and Exoplanets (vMAX) will develop and test a three-dimensional, virtual world environment that will engage middle school students and educators from high-poverty schools in NASA-related exoplanet mission simulations. The Patricia and Phillip Frost Museum of Science will serve as the lead institution, in partnership with the following institutions: U.S. Space and Rocket Center, New York Hall of Science, Chabot Space & Science Center, and Sci-Port: Louisiana¹s Science Center; Aimee Weber Studios will be responsible for virtual exhibit fabrication, and WestEd will serve as the project¹s formative and summative evaluator. The overall goal of the project is to create a NASA resource on exoplanet astronomy that will engage students, educators, and the general public in NASA¹s search for worlds beyond our own. The project aims to increase underserved students¹ engagement in STEM, knowledge of exoplanet missions, and awareness of NASA-related careers; and advance the growing body of knowledge on the use of virtual world technologies to provide opportunities for students to participate in NASA Mission-related science teaching and learning. The project will result in the development of vMAX world, a virtual world with simulations related to exoplanet astronomy designed for use as the core content of a 30-hour out-of-school learning experience for middle school students. An Educator Implementation Guide will be developed and made available online for download by secondary school teachers and science museum educators. In addition, an interactive, multiuser exhibit kiosk, utilizing the simulations created for vMAX world, will be developed and made available to interested Visitor Centers, museums and planetariums.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
Mission to Mars engages 6th-8th grade students in the science, engineering and careers related to Mars exploration. The program is led by the Museum of Science and Industry, Chicago, and includes as partners Challenger Learning Centers in Woodstock, IL, Normal IL and three NASA Centers (Jet Propulsion Laboratory, Marshall Space Flight Center, and Johnson Space Center). The project aims to:

Link, via videoconference, urban and rural middle school students from low income communities in an exploration of space science
Develop and launch programs that showcase NASA Center research
Enrich middle school curricula and promote learning about NASA’s space missions with experiences that inspire youth to pursue in NASA-related STEM careers.
Programs and products produced include:

3 videoconference program scenarios that highlight research being conducted at NASA Centers
Pre- and post-event curriculum materials designed for middle school classrooms
Teacher professional development workshops
Communication support for NASA professionals
iPad apps utilized during the program
Since the program launched five years ago, Mission to Mars has served 7,676 students. MSI seeks to provide opportunities for all learners, and works to remove barriers to participation in high-quality science learning experiences. Mission to Mars allows MSI to engage more Chicago Public Schools (where 86% of students are economically disadvantaged) in real and relevant science experiences that may lead to STEM careers.

As MSI’s CP4SMP grant comes to an end, the Museum has committed to continued delivery of the program through 2 Mission to Mars Learning Labs, offered to 6-8th grade school groups visiting on field trips. Live videoconferencing with JPL and Johnson will occur during roughly half of the sessions. Our Challenger Learning Center partners will integrate Mission to Mars activities, materials and iPad apps into their own Mars-themed programs. Together these efforts extend the transformative hands-on science experiences developed under the Mission to Mars grant to a whole new audience of middle school students and teachers.
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TEAM MEMBERS: David Mosena
resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
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resource project Media and Technology
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston