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resource project Media and Technology
This award takes an innovative approach to an ongoing, pervasive, and persistent societal issue: women are still drastically underrepresented in computing careers. This project targets middle school-aged girls because it is a time when many of them lose interest and confidence in pursuing technical education and computing careers. This project will design, develop, and deploy a one-week experience focused on middle school girls that targets this issue with a novel combination of teaching techniques and technology. The project will use wearable computing devices to support girls' social interactions as they learn computing and solve technical challenges together. The goals of the project are to raise interest, perceived competence, and involvement in the computational ability of girls. Additionally, the project aims to increase a sense of computational community for girls that makes pursuing computational skills more relevant to their identities and lives, and that helps continued participation in computing. The project will deploy a one-week experience four times per year with a socioeconomically diverse range of campers. The project will also develop a 'program in a box' kit that can be broadly used by others wishing to deliver a similar experience for girls.

The planned research will determine if a one-week experience that uses social wearable construction in the context of live-action role play can use the mediating process of computational community formation to positively impact middle school girls' engagement with and interest in computation. Computational community is defined as girls engaging together in the process of learning computation, trading resources and knowledge, and supporting growth. Research participants will include 100 6th to 9th-grade girls. At least 75% of the participants will be either low income, first-generation college-bound, or underrepresented in higher education. Students will be recruited through the longstanding partnerships with title one schools in the Salinas Valley, the Educational Partnership Center, and in the Pajaro Valley Unified School district, where 82% of the students are Hispanic/Latinx, 42% are English Learners, and 73% are eligible for free or reduced lunch. The research questions are: 1) Does the proposed experience increase girls' self-reported competence, self-efficacy, and interest in computational skills and careers? and 2) Will the proposed experience lead to activity-based evidence of learning and integration of computational skills at the group social level? The project will use a mixed-methods, design-based research approach which is an iterative design process to rapidly collect and analyze data, and regularly discuss the implications for practice with the design team. Data will be collected using observations, interviews, focus groups, surveys, and staff logs. Quantitative data will be analyzed using frequencies, means, and measures of dispersion will be applied to survey data from both time points. Pearson correlation coefficients will be used to describe the bivariate relationship between continuous factors. ANOVAs will assess whether there are significant differences in continuous measures across groups. Qualitative data will be analyzed using a constant comparison method.

This Innovations in Development award 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.

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: Katherine Isbister
resource project Media and Technology
Science television shows are an important source of informal learning and enrichment for preschool-aged children. However, one limitation of television programming is that it is largely a one-way, non-interactive medium. Research suggests that children learn best through active engagement with content, and that parents can make TV watching more interactive by co-viewing and talking with their children. However, many parents and other adults may lack the time or experience and comfort with science language and content to provide critcial just-in-time support for their children. This study seeks to take advantage of recent advances in artificial intelligence that now allow children to enjoyably interact with automated conversational agents. The research team will explore whether such conversational agents, embedded as an on-screen character in a science video, can meaningfully interact with children about the science content of the show by simulating the benefits of co-viewing with an adult. If successful, the project could lay the foundation for a new genre of science shows, helping transform video watching into more interactive and engaging learning experiences. 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 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 will develop interactive videos incorporating a conversational agent in three 11-minute episodes of a future children's animated television program. The videos will enable children to speak with the main character of the show as the character solves everyday science mysteries, thus priming children to engage in observation, prediction, pattern finding, and problem solving through scaffolded conversation. This study will be carried out in two iterative cycles with the goal of developing and testing the embedded conversational function for each episode. In each cycle, the project team, which includes experts in children's TV production, as well as educational and HCI researchers will develop the storyboard and conversation prompts and follow-ups, create animated videos based on the revised script, and create a mobile application of the interactive video integrated with the conversational agent. Field testing with 10 children will be conducted to iteratively improve the embedded conversational function. In the pilot testing stage, a controlled study will be conducted with 30 children in each group (N=120): 1) watching the episode with the embedded conversational function; 2) watching the episode with a human partner carrying out the dialogue in the script rather than the virtual character; 3) watching the episode with pseudo-interaction, in which the animated character asks questions but does not attempt to understand or personally respond to children's answers; and 4) watching the episode with no dialogue. Data collected from the experiments will be used to examine whether and in what ways use of a conversational agent affects children's engagement, attention, communication strategies, perceptions, and science learning, and whether these effects vary by children's age, gender, socioeconomic status, language background, and oral language proficiency in English. The project will provide a comprehensive evaluation of the feasibility and potential of incorporating conversational agents into screen media to foster young children's STEM learning and engagement.

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: Mark Warschauer Daniel Whiteson Sara DeWitt Andres Bustamante Abby Jenkins
resource research Media and Technology
NASA’s Science Mission Directorate (SMD) explores the Earth, the Sun, our solar system, the galaxy and beyond through four SMD divisions: Earth Science, Heliophysics, Planetary Science and Astrophysics. Alongside NASA scientists, teams of education and public outreach (EPO) specialists develop and implement programs and resources that are designed to inspire and educate students, teachers, and the public about NASA science.
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TEAM MEMBERS: Nancy Alima Ali Bonnie Meinke
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Through My Window is engineering education that applies research from the learning sciences—including the use of cognitive tools such as narrative and knowledge building—in an idea-centered digital environment. Together these approaches support deep learning and address the critical need of preparing young learners to participate in the knowledge society. The curriculum includes young adult novels; interactive, online learning modules; and offline enrichment
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Isabel Huff
resource project Media and Technology
This full scale research and development collaborative project between Smith College and Springfield Technical Community College improves technical literacy for children in the area of engineering education through the Through My Window learning environment. The instructional design of the learning environment results from the application of innovative educational approaches based on research in the learning sciences—Egan's Imaginative Education (IE) and Knowledge Building (KB). The project provides idea-centered engineering curriculum that facilitates deep learning of engineering concepts through the use of developmentally appropriate narrative and interactive multimedia via interactive forums and blogs, young adult novels (audio and text with English and Spanish versions), eight extensive tie-in activities, an offline teachers’ curriculum guide, and social network connections and electronic portfolios. Targeting traditionally underrepresented groups in engineering—especially girls—the overarching goals of the project are improving attitudes toward engineering; providing a deeper understanding of what engineering is about; supporting the development of specific engineering skills; and increasing interest in engineering careers. The project will address the following research questions: What is the quality of the knowledge building discourse? Does it get better over time? Will students, given the opportunity, extend the discourse to new areas? What scaffolding does the learning environment need to support novice participants in this discourse? Does the use of narrative influence participation in knowledge building? Are certain types of narratives more effective in influencing participation in knowledge building? Evaluative feedback for usability, value effectiveness, and ease of implementation from informal educators and leaders from the Connecticut After School Network CTASN) will be included. The evaluation will include documentation on the impact of narrative and multimedia tools in the area of engineering education. Currently, there is very little research regarding children and young teen engagement in engineering education activities using narrative as a structure to facilitate learning engineering concepts and principles. The research and activities developed from this proposed project contributes to the field of Informal Science and Engineering Education. The results from this project could impact upper elementary and middle-school aged children and members from underrepresented communities and girls in a positive way.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Alan Rudnitsky Isabel Huff
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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