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resource research Media and Technology
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Craig Young George von Dassow Trish Mace Stephen Low Alexander Low
resource evaluation Media and Technology
The SciGirls in Space: Exploring the Moon, Mars and NASA Careers Implementation Evaluation Report focuses on the STEM outreach component of the project for 15 girl-serving organizations who used research-based gender equitable and culturally responsive instructional strategies,NASA-aligned media and STEM activities with a focus on integrating of NASA women role models.
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TEAM MEMBERS: Hilarie Davis
resource project Media and Technology
Few people realize that the largest part of our planet’s biosphere remains virtually unexplored and unknown. This enormous habitat, accounting for an area of 116 million square miles or the equivalent size of roughly 30 times the area of the United States, is the abyssal zone of the deep ocean. The abyssal sea floor, at about 6000 ft., contains more than four times as much habitat for animal life as all of the dry mountains, forests, deserts, plains and jungles combined. Microscopic larvae in the deep ocean, are essential for the renewal and replenishment of life and they repopulate areas damaged by human activities such as mining and trawling, and they make marine protected areas both feasible and important. The National Science Foundation has funded intensive studies of oceanography related to larval recruitment for decades. However, findings from this large NSF investment of personnel, technology and funding have never been widely presented to the public. This project proposes to remedy this by developing a 40 minute giant screen film to be shown in science centers across the country, supported by virtual reality and augmented reality learning tools. The film will cover select deep ocean science expeditions using the deep-sea vehicles Alvin and ROV Jason. Content will include elements of the research process, activities related to the design and operation of deep-sea vehicles as well as interviews with scientists and technologists. The companion activities, Deep-Ocean Pilot (a VR-360° viewing station) and Plankton Quest (an AR biology treasure hunt) will extend the audience experience of the deep ocean out of the giant screen theater and into the surrounding museum environment. The website and social media will extend awareness and resources into homes. The project will be appropriate for a broad general audience, with particular appeal for the target audience of women and girls (ages 7-20). The larval biologist team is led by the PI at the University of Oregon, in collaboration with scientists from North Carolina State University, Western Washington University and the University of Rhode Island. Several young women scientists will be featured in the film providing role models. The production company, Stephen Low Productions, Inc. will use the latest technology on the Alvin and other cinematic tools to capture the visual images in the abyss. Collaborating museums will participate in the development and implementation of the Virtual and Augmented Reality learning tools as well as showing the film in their theaters.

Broader impact project goals include 1) Advancing public awareness of the abyssal ocean, the role of microscopic larvae, and what scientists are learning from expeditions that use deep submergence technologies; 2) Introducing public audiences and young women specifically to the wide range of STEM-related occupations encompassed in the field of ocean exploration and research; and 3) Advancing STEM learning research and practice in the area of immersive media in conveying STEM concepts and enhancing audience identification with STEM. Oregon State University’s STEM Research Center will build new knowledge by conducting formative and summative evaluation of the film and its associated support products (e.g., Virtual and augmented reality activities, website resources), addressing the following evaluation questions: 1)What do audiences take away from their experience in terms of fascination/interest, awareness and understanding related to ocean science exploration? 2) To what degree does the film alone or in combination with supplemental experiences trigger career awareness in girls and young women, and youth of racial/ethnic backgrounds? 3) To what degree do immersive experiences (a sense of “being there”) contribute to learning from the film? 4) How enduring are outcomes with audiences past the onsite immediate experience? Formative evaluation will be designed as ongoing improvement informed by empirical evidence in which evaluators work with team members to answer decision-relevant questions in a timely and project-focused way. The summative evaluation will be structured as an effectiveness study using mixed methods and ascertaining whether key programmatic outcomes have been reached and the degree to which particular program elements will have contributed to the results.
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TEAM MEMBERS: Craig Young Alexander Low Stephen Low George von Dassow Trish Mace
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
Black girls display high interest, confidence and ability in STEM but face multiple barriers including racial, ethnic and gender stereotypes, low exposure to STEM role models, low awareness of diverse STEM fields and financial obstacles to STEM education. It is critical to infuse STEM education with specific and intentional culturally responsive and anti-racist strategies to attract and retain Black girls in STEM. Through this combination of media, role modeling and outreach, Black SciGirls will help increase access to STEM education for Black girls, preparing them for future workforce participation. This project will study the impacts on elementary/middle school Black girls’ exposure to early career Black female STEM professionals as role models. Deliverables include 1) professional development for STEM educators and Black STEM professional women to prepare them to lead STEM programs for girls 2) a PBS series of role model videos of early-career Black STEM professionals and 3) a research study that examines how/if in person and media-based STEM role models increase Black girls’ interest and confidence in STEM, motivation to pursue future STEM studies, and STEM identity. While women make up 47% of the U.S. workforce, they are underrepresented in STEM and only 1.6% are Black women.

The research study will examine how educators’ use of role models addresses a critical barrier for Black girls, seeing women in STEM who look like them. The research study questions are: How and in what ways do Black STEM women role models influence Black girls’ interest in STEM? How and to what extent do role models report changes in their confidence and ability to engage girls in STEM as a result of training in best practices in role modelling? and, How and to what extent are parents engaged in supporting girls’ involvement in STEM, as a result of the participation of role models? The research team will visit participating local SciGirls programs to collect qualitative data, including observations of program activities, interviews, and focus groups. To ensure reliable outcomes and utilize robust theoretical underpinnings, the research will combine pre/post survey data and an in-depth cross-case studies employing qualitative and quantitative data collection. This mixed-methods approach will enable gathering data that comprehensively offers insight into Black girls’ STEM experiences and those of the Black STEM professional women role models and parents who support them. Qualitative data that centers girls’, role models’, and parents’ perspectives will contribute to this identity-centered study. A culturally responsive evaluation will determine the extent to which the project builds educators’ ability to integrate equitable and anti-racist practices to build Black girls’ interest and confidence in STEM studies.

This Research in Service to Practice project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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TEAM MEMBERS: Rita Karl Angel Miles Nash Ronda Bullock Adrienne Stephenson Lataisia Jones
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
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TEAM MEMBERS: Laura Hobbs Carly Stevens Jackie Hartley Calum Hartley
resource research Media and Technology
The STEM Effect project is a collaborative effort to engage cultural organizations around the U.S. in developing a Collaborative Action Agenda for better understanding the mid- and long-term impacts of informal STEM programs for girls.
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TEAM MEMBERS: Lynda Kennedy
resource research Media and Technology
Latina SciGirls addresses specific barriers that prevent many young Latinas from participating fully in STEM, including: Lack of STEM identity (girls’ ability to envision themselves as STEM professionals) Limited exposure to STEM role models who look like them Lack of knowledge and/or misunderstanding of STEM fields
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TEAM MEMBERS: Rita Karl Alicia Santiago Brenda Britsch Brad McLain Valerie Knight-Williams
resource research Media and Technology
The goal of this three-year project is to leverage NSF’s investment in both SciGirls and computer science education by engaging 8-13 year-old girls in computational thinking and coding through innovative transmedia programming which inspires and prepares them for future computer science studies and careers.
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resource project Media and Technology
Gathering evidence for the long-term impact of programs for youth on their involvement in STEM studies and careers continues to be a challenge, especially for program interventions happening in earlier stages of development (e.g., elementary, middle, high-school years. Work that focuses on mechanisms for mitigating these challenges is important. The conference and associated activities aim to build a research action agenda that is rooted in practice to support better understanding of the long-term impacts of informal STEM programs for girls provided by cultural institutions, along with methods and approaches for measuring them. The project team will use a collaborative co-design approach to establish a STEM for Girls Research Alliance. The Alliance will include three levels of participants, with different levels of commitment: a core planning group (CPG) of 8-10 people, approximately 20-25 participating members (PM) and 50-60 interested stakeholder group representatives (SGR). The project team will utilize face-to-face meetings, digital engagement strategies, and surveys to develop the agenda and solicit multiple rounds of feedback and input. The CPG, consisting of leaders and representatives from state-based STEM for Girls organizations that are part of the National Girls Collaborative Project (NGCP) and members of the New York State STEAM for Girls Collaborative, will be responsible for setting priorities and guiding the action agenda. The PM will include representatives (educators and researchers) from informal STEM programs at cultural institutions that participate in the state-based collaboratives. The PM will be regularly consulted on important aspects of the action agenda that relate to their work. Finally, the SGR will include representatives from several audiences that are being served by or work with the participating members: girls and young women, parents, educators, funders, researchers and employers. The SG will be engaged via focus groups virtually or at national meetings to which these individuals attend.

To support broader involvement of professionals working in this sector, a comprehensive digital engagement plan using web and social media networks will be developed. The plan will utilize a consistent hashtag, #STEMeffect, allowing participants to follow the conversation across social media platforms. Social media platforms to be utilized will include Twitter, Instagram, Facebook, LinkedIn, Google+, Snapchat and others. More than 60,000 people will be engaged via the networks of the NY STEAM Collaborative, NGCP, WSKG Public Media and project partners. A robust research action plan will position researchers to further explore the role of informal STEM education experiences in shaping the career choices of girls and identify where there are breaks in the hoped-for pathways to STEM college and careers. It also will benefit informal STEM organizations by yielding information that will help them to fine-tune their programs for girls and young women. Ultimately, contributions to the knowledge base will result in broadened participation of girls and women in STEM programs and careers. This work is funded by the Advancing Informal STEM Learning (AISL) program as part of its strategy to enhance learning in informal environments and support innovative research, approaches, and resources for use in a variety of settings.

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: Lynda Kennedy Alicia Santiago Babette Moeller
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. 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.
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TEAM MEMBERS: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
resource evaluation Media and Technology
As part of the development work of Latina SciGirls, the independent evaluation firm Knight Williams Inc. conducted a front-end evaluation focused on gathering input from the project’s primary public audiences (Latina girls and their parents/guardians) and professional audiences (the project’s advisers and partners). Appendix includes logic model.
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