Data is increasingly important in all aspects of people’s lives, from the day-to-day, to careers and to civic engagement. Preparing youth to use data to answer questions and solve problems empowers them to participate in society as informed citizens and opens doors to 21st century career opportunities. Ensuring equitable representation in data literacy and data science careers is critical. For many girls underrepresented in STEM, developing a "data science identity" requires personally meaningful experiences working with data. This project aims to promote middle school-aged girls’ interest and aspirations in data science through an identity-aligned, social game-based learning approach. The goals are to create a more diverse and inclusive generation of data scientists who see data as a resource and who are equipped with the skills and dispositions necessary to work with data in order to solve practical problems. The research team will run 10 social clubs and 10 data science clubs mentored by women in data science recruited through the University of Miami’s Institute for Data Science and Computing. Participants will be 250 middle school-aged girls recruited in Miami, FL, and Yolo County, CA, through local and national girls’ organizations. Youth will participate in a data science club and will learn key data science concepts and skills, including data structures, storage, exploration, analysis, and visualization. These concepts will be learned from working with their own data collected in personally meaningful ways in addition to working with data collected by others in the same social game eco-system. The project will also develop facilitator materials to allow adult volunteers to create game-based informal data science learning experiences for youth in their areas. The 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 and is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST), which seeks to engage underrepresented students in technology-rich learning environments, including skills in data literacy, and increase students’ knowledge and interest in information and communication technology (ICT) careers.
Researchers will focus on two primary research questions: 1) Across gameplay and club experiences, in what ways do participants engage with data to pursue personal or social goals? 2) How do gameplay and club experiences shape girls’ perceptions of data, data science, and their fit with data and data science? The project will use design-based research methods to iteratively design the game and social club experiences. To ensure that uses of data feel personally and socially meaningful to young girls, the virtual world’s goals, narratives, and activities will be co-designed with girls from groups underrepresented in data science. The project will research engagement with game data in two informal, game-based learning scenarios: organic, self-directed, social play club, and structured, adult-facilitated data science clubs. The research will use a combination of quantitative and qualitative methods including surveys, focus groups, interviews, and gameplay and club observations. Project evaluation will determine how gameplay and club experiences impact participants' attitudes toward and interest in data-rich futures. The project holds the potential for broadening participation and promoting interest in data science by blending game-based learning with the rich social and adult mentoring through club participation. The results will be disseminated through conference presentations, scholarly publications, and social media. The game and facilitator materials will be designed for dissemination and made freely available to the public.
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TEAM MEMBERS:
Lisa HardyGary GoldbergerJennifer Kahn
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.
The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
The Cincinnati Museum Center will develop a permanent exhibition to showcase its invertebrate paleontology collection and develop related educational programming that builds on a strong commitment to gender equity. Using focus groups, prototypes, surveys, and feedback from existing programs, the museum will incorporate community input from key audiences into the design of the 4,800 square-foot immersive gallery, which will blend science, history, and technology. The museum will engage external designers to create schematic and final exhibit designs. The museum will develop and test related educational programs for families and students, with a special focus on engaging girls ages 7 to 14 in STEM activities.
The Exploratorium will increase the museum community's understanding of the impact of a single science museum visit on "emerging adult" learners-young adults aged 18-29, who are not yet married and have no children. In particular, the study will attempt to understand how museum visits help young women build crucially important science self-confidence. The project will build on prior IMLS-funded research that found that a science museum visit mitigated a pre-existing gender gap in science confidence, or self-efficacy (SSE). The research team will replicate and investigate this effect further by observing male and female young adults during their visits, and over the course of the following three months. The study will gather data before, during, and after the visit through interviews, surveys, experience-sampling, and analysis of participants' social media posts. Results of this research will provide valuable information to the science museum community, as they seek to address the challenges of achieving gender equity in STEM education and the workforce.
The Da Vinci Science Center will expand its Women in Science and Engineering Network by partnering with community organizations, colleges, and universities to enhance the STEM learning and support ecosystem for women and girls in the Lehigh Valley and surrounding communities in eastern Pennsylvania. The museum will assess the needs of K-12 girls, undergraduate women, and women in STEM employment, and map opportunities for cross-sector collaborations to support them. The project team will identify marketing and recruitment messages that encourage STEM-interested girls and women to participate in programs and follow developmental pathways within a STEM learning ecosystem. Based on identified needs and messages, the museum will pilot and evaluate new STEM programs for girls and women, and train educators and mentors to sustain this work.
Making as a term has gained attention in the educational field. It signals many different meanings to many different groups, yet is not clearly defined. This project’s researchers refer to making as a term that bears social and cultural impact but with a broader more sociocultural association than definitions that center making in STEM learning. Using the theoretical lenses of critical relationality and embodiment, our research team position curriculum as a set of locally situated activities that are culturally, linguistically, socially, and politically influenced. We argue that curriculum
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TEAM MEMBERS:
Veronica OguilveWen WenEm BowenYousra AbourehabAmanda BermudezElizabeth GaxiolaJill Castek
To advance justice, equity, diversity, and inclusion in science, we must first understand and improve the dominant-culture frameworks that impede progress and, second, we must intentionally create more equitable models. The present authors call ourselves the ICBOs and Allies Workgroup (ICBOs stands for independent community-based organizations), and we represent communities historically excluded from the sciences. Together with institutional allies and advisors, we began our research because we wanted our voices to be heard, and we hoped to bring a different perspective to doing science with
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TEAM MEMBERS:
María Cecilia Alvarez RicaldeJuan Flores ValadezCatherine CrumJohn AnnoniRick BonneyMateo Luna CastelliMarilú López FrettsBrigid LuceyKaren PurcellJ. Marcelo BontaPatricia CampbellMakeda CheatomBerenice RodriguezYao Augustine FoliJosé GonzálezJosé Miguel Hernández HurtadoSister Sharon HoraceKaren KitchenPepe Marcos-IgaTanya SchuhPhyllis Edwards TurnerBobby WilsonFanny Villarreal
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Since 2006, the National High Magnetic Field Laboratory (MagLab) through the Center for Integrating Research and Learning (CIRL) has offered a SciGirls Summer Camp to introduce middle school girls to various fields of science. Code: SciGirls was created in 2017 to increase the engagement in computer science studies and career paths for girls. This consistent commitment to girls in STEM led the SciGirls creators at Twin Cities Public Television (TPT) to invite CIRL to be a partner with them. In the summer of 2021, CIRL & TPT
Empathy is a critical part of the engineering design process. It allows engineers to more deeply understand their clients’ perspectives and design solutions that meet the needs of diverse stakeholders. Studies also show that reframing engineering education to prioritize empathy for others can counteract stereotypes of engineering as impersonal and invite a wider range of identities into the field. This approach can help to address persistent gender disparities in engineering, which reflect a need for engineering education to increase its efforts to include girls’ perspectives. Informal
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Many informal learning institutions use STEAM approaches to engage diverse learners. Our project aims to support educators in libraries, museums, and after school programs through a STEAM professional development (PD) series. Our PD approach is centered around a set of core STEAM practices that prioritize STEAM mindset and identity work. Participants engage in exemplar activities and design new experiences for their specific teaching and learning contexts. The series involves in- person sessions, online training, and team
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?
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Free-choice learning occurs when individuals make choices about what, where, how, and who they participate with in their self-motivated learning activities. This project explores how different people, living in the same geographic region, make plants and gardening a part of their lives. We explore how adult community members choose to participate in their plant and gardening interests, including: the topics and activities that interest them, with whom they participate, where, and which resources they access. This work will
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TEAM MEMBERS:
Elysa CorinJudy KokeDavid MeierAllison HuEric Jones