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resource research Informal/Formal Connections
This is a brief literature review examining the theory and practice of Community-Based Participatory Research (CBPR). It highlights CBPR's liberatory intent, and focuses on CBPR practice in indigenous communities and among youth. 
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TEAM MEMBERS: Adhann Iwashita
resource evaluation Media and Technology
PocketMacro is a mobile app designed by the Learning Media Design Center at Carnegie Mellon University in collaboration with Stroud Water Research Center, Carnegie Museum of Natural History and Clemson University, and stakeholder input. The PocketMacro app aims to help users better identify benthic macroinvertebrates commonly found in streams and other waterways. Rockman et al Cooperative (REA), an independent educational evaluation group, designed a summative study to explore the effectiveness of the app in supporting users’ aquatic macroinvertebrate identification. The purpose of the
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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Informal STEM learning opportunities are often rare in rural locations where the early childhood education system is also under-resourced. Through partnerships with educational researchers, early math educators, pediatric health experts, and pediatric clinics, this project will develop and study a new opportunity for informal math learning. The project will work with pediatric clinics that serve rural immigrant families who are racially, culturally, and linguistically diverse. The project leverages the high levels of trust many caregivers have in their child’s pediatrician to improve math learning during critical early years. This project will build on a previous program where physician text messages to caregivers supported youth literacy development. In this instance the project will support caregivers’ math interactions with their 3- and 4-year-olds to cultivate children's math knowledge and skills. The text messaging program will be grounded in research in child development, mathematics learning, parenting practices, and adult behavior change. Texts will also provide caregiver supports for how to engage their children in mathematical activates in their everyday lives and provide information about the important skills children are developing. Text messages will be co-developed with caregiver input, and focus on content underlying mathematical development such as Number Sense, Classification and Patterning, Measurement, Geometry, and Reasoning. Caregivers will receive text messages from their pediatric clinics three times a week for eight months. For example, three related texts supporting Number Sense include: “FACT: Kids enjoy counting and it prepares them for K! Mealtimes are a fun time to practice counting objects;” “TIP: At a meal, say: Can you count all the cups on the table? All the plates? What else can you count? (Forks) Tell them: Great job!” and “GROWTH: You are helping kids to count & get ready for K. At the park, ask: How many bikes are there? How many birds? Count together & find out!” Throughout the planning and implementation phases of the project the team will work closely with early education math experts, key advisors, and caregivers to ensure the text messaging program is tailored to meet the cultural, linguistic, and contextual needs of rural caregivers and children.

The project will research impacts of the text messaging program on children, caregivers, and clinical staff. First, the project will investigate the impact of the texting program on children through a randomized trial, and pre-and-post measures of early childhood math skills and abilities. Second, using interviews at baseline and in a 9-month follow-up, the project will study the texting program’s impact on caregivers’ perceptions regarding the importance of math learning for young children. Third, the project will explore the impact of the text messaging program on health professionals’ understanding of math learning in early childhood by collecting qualitative data and assessing attitudes about the clinic’s role in supporting early math. Caregivers and clinic staff will also participate in focus groups to better understand impacts for each of these groups. The project will reach 1000 families, who will be randomly assigned to treatment or control groups through block-randomization, stratified by caregiver language and child’s age. This parent-informed project will build evidence toward new approaches to promoting early math in the pediatric clinic, an informal environment that can reach all families and can leverage innovative technology. Findings will be shared widely though a communication and engagement plan that includes children, caregivers, physicians and clinic staff, informal STEM educators, researchers, and policy makers.
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TEAM MEMBERS: Lisa Chamberlain Susanna Loeb Jaime Peterson
resource research Media and Technology
Snow: Tiny Crystals, Global Impact is a 2,500 ft traveling exhibition about: how snow shapes and sustains life on Earth, the impacts of climate change on snow, and the importance of our collective engagement to take action. The exhibition will be installed at OMSI during winter 2021-2022 for summative evaluation and learning research. This poster was presented at the 2021 NSF AISL Awardee Meeting.
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TEAM MEMBERS: Victoria Coats Kelly Kealy
resource project Media and Technology
This project will scale up fully virtual or face-to-face STEM professional development to afterschool educators in both urban and rural settings. Given that many afterschool educators have little or no background in STEM education, there is demand for professional development that is effective, inexpensive, and accessible. This project will build national capacity in STEM education by developing the STEM skills of over 1,500 educators across multiple states and will ultimately impact over 31,000 under-represented youth in these areas. The project will also deliver robust materials through a free open-source mechanism, for use by educators anywhere and anytime. The project will broaden participation in STEM by engaging community educators in the rural parts of the nation, a critically under-represented group in STEM. It will also reach educators from low-income urban communities across three states and seven cities, targeted through strategic networks and partnerships, including organizations such as the YMCA, 4-H, and the National Afterschool Association.

This collaborative project is scaling the ACRES model (Afterschool Coaching for Reflective Educators in STEM). The model humanizes the virtual experience, making it social and engaging, and allows educators to learn, share, and practice essential STEM facilitation skills with a focus on making STEM relevant and introducing STEM careers to youth. In addition to enhancing the professional STEM skills of rural and urban educators, the project will create a national cohort of coaches with deep expertise in (i) converting in-person activities for youth into a highly engaging, choice-rich online format, (ii) engaging isolated informal educators in supportive professional learning communities, and (iii) coaching foundational research-based STEM facilitation skills that ensure these activities are pedagogically sound. A key part of this broad implementation project involves studying how to integrate an effective professional development program into afterschool organizations, including the ways afterschool programs adapt the materials to be culturally responsive to their local communities. The researchers will also study factors contributing to the longer-term sustainability of the program. The research will use surveys, interviews, direct observations, and case studies of participants to provide the field with valuable insights into scaling a program in the afterschool world.

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 extending 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.
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resource project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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: Scott Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 goal of this pilot and feasibility study is to increase participation in informal STEM learning in rural Idaho through Stories of Fire, a program based on personal narratives of wildland fire. Idaho is a rural state, with an average population of just 19 people per square mile, the fourth lowest population density in the United States. The state is experiencing increasingly severe wildfire, and effective responses to such environmental change require a better understanding of the underlying science. Contextualizing science learning, making connections between everyday lives and a sense of place can engage learners and bring about a better understanding of wildfire. This project will bring together a science communicator, a narratologist, a fire ecologist, and a specialist on emotions and public lands. They will work collaboratively with informal educators based in rural areas of Idaho underrepresented in STEM fields. Rural areas are rich in knowledge based on years of cumulative observations, cultural beliefs, and practices shared through community networks. This project builds on these rural assets while addressing the challenges rural populations face. The project addresses broadening participation in STEM through narrative practices that encourage more diverse ways of knowing, being, and representing science.

This research study will explore: 1) what mechanisms of narrative (storytelling) most effectively integrate individuals? personal experiences and accurate STEM content in fire science communication, and 2) what audience-centered approaches best facilitate narrative approaches to informal STEM learning. This project engages four levels of participants over four phases of research and programming: 1) The research team will interview and analyze the narratives of 40 Frontliners (e.g., wildland firefighters and evacuees) from the inland Northwest region with first-hand experience with wildfire. 2) They will conduct a narrative workshop to train 20 informal STEM Educators from across the state on audience-centered approaches that facilitate participant storytelling about fire. 3) Educators will pilot their own narrative-based informal science learning programs with program participants in their rural home communities across the state, 4) A professional podcaster will create two podcasts modeled on our research findings for public audiences reached through media.

This Pilots and Feasibility Studies 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: Teresa Cohn Leda Kobziar Jennifer Ladino Erin James
resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a series of mobile apps to guide families through sequenced sets of videos and hands-on activities. To support families at home it would also develop a new library model to build librarians' computational thinking content knowledge and self-efficacy so they can support parents' efforts with their children. Computational thinking is a an increasingly critical skill for learning and success in the workforce. It includes the ability to identify problems, brainstorm and generate solutions and processes that can be communicated and followed by computers or humans. There are few projects that introduce computational thinking to young children. Very little research has been done on the ways that parents can facilitate children's engagement in CT skills. And developing a model that trains and supports librarians to become virtual coaches of parents as they engage with their children in CT, will leverage and build the expertise of librarians. The project's target audience includes parents and children living in rural areas where access to CT learning may be very limited. Project partners include the EDC, a major research organization, the American Library Association, and BUILD, a national association that promotes collaborations across library, kindergarten readiness, and public media programming.

The formative research study asks: 1) What supports do parents of preschoolers in rural communities need in order to effectively engage in CT with their children at home? and 2) How can libraries in rural communities support joint CT exploration in family homes? The summative research study asks: 3) how can an intervention that combines media resources, mobile technology, and library supports foster sustained joint parent/child engagement and positive attitudes around CT? Researchers will develop a parent survey, adapting several scales from previously developed instruments that ask parents to report on children's use of CT-related vocabulary and CT-related attitudes and dispositions. Survey scales will assess librarians' attitudes towards CT, as well as their self-efficacy in supporting parents in CT in a virtual environment. During the formative study, EDC will pilot-test survey scales with 30 parents and 6 librarians in rural MS and KY. Analyses will be primarily qualitative and will be geared toward producing rapid feedback for the development team. Quantitative analyses will be used on parent app use, using both time query and back-end data, exploring factors associated with time spent using apps. The summative study will evaluate how the new media resources and mobile technology, in combination with the library virtual implementation model, support families' joint engagement with CT, and positive attitudes around CT. The researchers will recruit 125 low-income families with 4- to 5-year-old children in rural MS and KY to participate in the study. They will randomly assign families within each library to the full intervention condition, including media resources, mobile technology, and library support delivered through the virtual implementation model, or the media and mobile-technology-only condition. This design will allow researchers to understand more fully the additional benefit of library support for rural families' sustained engagement, and conversely, see the comparative impact of a media- and mobile-technology only intervention, given that some families might not be able to access virtual or physical library support.

As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 project is co-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 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.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Janna Kook
resource research Media and Technology
In October 2017, the PBS NewsHour team produced a week and a half of opioid-related content, including several online explainers, which presented the opportunity for a natural experiment for the Experiments in Transmedia project. Knology (formerly New Knowledge Organization Ltd.) conducted a two-wave research study to advance understanding of the youth audience’s knowledge and news consumption on the topic. The first wave of the study, conducted in September 2017, provides a baseline. The content aired in October 2017, and the second wave of the study, conducted in November 2017, asked a
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resource evaluation Media and Technology
Ruff Family Science is a project funded by the National Science Foundation (NSF) that aims to foster joint media engagement and hands-on science exploration among diverse, low-income parents and their 4- to 8-year-old children. Building on the success of the PBS series FETCH! with Ruff Ruffman, the project leverages FETCH’s funny and charismatic animated host, along with its proven approach to teaching science, to inspire educationally disadvantaged families to explore science together. The project is utilizing a research and design process to create resources that meet the needs of families
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TEAM MEMBERS: Mary Haggerty Heather Lavigne Jessica Andrews
resource research Media and Technology
By using widely-available technologies, this project brings fully online instructional coaching in STEM to out-of-school educators who live too remotely to attend ongoing in-person workshops.
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TEAM MEMBERS: Sue Allen Perrin Chick Scott Byrd Alexandria Brasili Liv Detrick Lynn Farrin Hannah Lakin
resource project Media and Technology
This project develops and examines place-based learning using mobile augmented reality experiences for rural families where museums and science centers are scarce yet where natural resources are rich with outdoor trails, parks, and forestlands. The collaborative research team, with members from rural libraries, outdoor learning centers, learning scientists at Penn State University, and rural communities in Pennsylvania, will develop augmented reality and mobile learning resources for families and children aged from 4 to 12. The goal is to help people see what is not visible in real-time in order to learn about life and earth sciences based on local watersheds, trees, and seasonal cycles that are familiar and relevant to rural communities. To accomplish this goal, the project team will create scientifically meaningful experiences for rural families and children in their out-of-school time through three iterations of research and design. Although there is evidence that augmented reality can support learning, little empirical research has been conducted to determine what makes one type of augmented learning experience more effective than others in outdoor learning spaces. This project will produce research findings on the utility of augmented reality for science learning with families and youths outdoors. This Innovations in Development 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

Through a four-year design-based research study, researchers will investigate three research questions. (1) How can outdoor learning experiences be enhanced with augmented reality and digital resources in ways that make science more visible and interesting?; (2) How do different forms of augmentations on trails and in gardens support science learning? 3) What social roles do children and parents play in supporting each other's science learning and connections to rural communities? Data collection includes video-recordings of children and families in the outdoors, learning analytics of people's behavior, and interviews with rural families. The project's research design will allow for the development of theory, which supports rural families learning science within and about their communities. At the end of the project, the team will offer generalizable design principles for technologically-enhanced informal learning for outdoor displays, gardens, and trails.

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: Heather Toomey Zimmerman Susan Land