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resource evaluation Media and Technology
The independent evaluation firm, Knight Williams, Inc., developed a two-part post-program survey to gather information about the Year 1 SciGirls CONNECT2 outreach programs conducted by 14 partner organizations. The evaluation aimed for one educator from each organization to complete Part 1 of the survey, which consisted of program reporting questions. In all, one educator from 13 partner organizations completed Part 1, for a response rate of 93%. Part 2 of the survey asked for program reflections, with a focus on perceived program goals, impacts, highlights, and challenges. Given the
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resource evaluation Public Programs
The independent evaluation firm Knight Williams, Inc. administered an online survey to educators from 16 SciGirls CONNECT2 partner organizations to gather information about their anticipated use of, reflections on, and recommendations relating to the draft updated SciGirls Strategies. The evaluation aimed for two educators from each partner organization – specifically the program leader and one educator who was familiar with the original SciGirls Seven strategies – to complete the survey about the draft updated strategies after they were shared by TPT in March 2018 via an online webinar and a
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resource evaluation Media and Technology
The independent evaluation firm, Knight Williams, Inc., administered an online survey and conducted follow-up interviews with educators from 14 SciGirls CONNECT2 partner organizations to gather information about their use of, reflections on, and recommendations relating to the SciGirls Seven strategies. The evaluation aimed for two educators from each partner organization – specifically the program leader and one educator who was familiar with the SciGirls Seven – to share reflections on the strategies after they completed their Year 1 programs. In all, 24 educators from 13 partners completed
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resource project Public Programs
The NIH Science Education Partnership Award (SEPA) program of Emory University endeavors to use an over-arching theme of citizen science principles to:


develop an innovative curriculum based on citizen science and experiential learning to evaluate the efficacy of informal science education in after-school settings;
promote biomedical scientific careers in under-represented groups targeting females for Girls for Science summer research experiences;
train teachers in Title I schools to implement this citizen science based curriculum; and
disseminate the citizen science principles through outreach.


This novel, experiential science and engineering program, termed Experiential Citizen Science Training for the Next Generation (ExCiTNG), encompasses community-identified topics reflecting NIH research priorities. The curriculum is mapped to Next Generation Science Standards.

A comprehensive evaluation plan accompanies each program component, composed of short- and/or longer-term outcome measures. We will use our existing outreach program (Students for Science) along with scientific community partnerships (Atlanta Science Festival) to implement key aspects of the program throughout the state of Georgia. These efforts will be overseen by a central Steering Committee composed of leadership of the Community Education Research Program of the Emory/Morehouse/Georgia Institute of Technology Atlanta Clinical Translational Science Institute (NIH CTSA), the Principal Investigators, representatives of each program component, and an independent K–12 STEM evaluator from the Georgia Department of Education.

The Community Advisory Board, including educators, parents, and community members, will help guide the program’s implementation and monitor progress. A committee of NIH-funded investigators, representing multiple NIH institutes along with experienced science writers, will lead the effort for dissemination and assure that on-going and new NIH research priorities are integrated into the program’s curriculum over time.
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TEAM MEMBERS: Adam Marcus Theresa Gillespie
resource research Public Programs
K-12 informal engineering education can support student confidence, interest, and awareness of the field of engineering. Studies have suggested that K-12 informal learning can influence students’ awareness of the fields of engineering as potential career opportunities. Researchers have also found that engineering activities outside of school can engage youth in disciplines of which they are unfamiliar because of a lack of engineering opportunity in K12 formal education. In this paper, we provide a rich case study of one lesson’s implementation in a 5th-6th grade girls afterschool program. Our
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TEAM MEMBERS: Sarah Hug Suzanne Eyerman Tania Tauer Emily McLeod
resource project Public Programs
This Research in Service to Practice 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.

The project will research the educational impact of social robots in informal learning environments, with applications to how social robots can improve participation and engagement of middle-school girls in out-of-school computer science programs in under-resourced rural and urban areas. The use of robots to improve STEM outcomes has focused on having learners program robots as tools to accomplish tasks (e.g., play soccer). An alternate approach views robots as social actors that can respond intelligently to users. By designing a programmable robot with social characteristics, the project aims to create a culturally-responsive curriculum for Latina, African American, and Native American girls who have been excluded by approaches that separate technical skill and social interaction. The knowledge produced by this project related to the use and benefits of social programmable robots has the potential to impact the many after-school and weekend programs that attempt to engage learners in STEM ideas using programmable robot curricula.

The project robot, named Cozmo, will be programmed using a visual programming language and will convey emotion with facial expressions, sounds, and movements. Middle school girls will engage in programming activities, collaborative reflection, and interact with college women mentors trained to facilitate the course. The project will investigate whether the socially expressive Cozmo improves computer science outcomes such as attitudes, self-efficacy, and knowledge among the middle school female participants differently than the non-social version. The project will also investigate whether adding rapport-building dialogue to Cozmo enhances these outcomes (e.g., when a learner succeeds in getting Cozmo to move, Cozmo can celebrate, saying "I can move! You're amazing!"). These questions will be examined research conducted with participants in multi-session after-school courses facilitated by Girl Scout troops in Arizona. The project will disseminate project research and resources widely by sharing research findings in educational and learning science journals; creating a website with open source code for programming social robots; and making project curriculum and related guidelines available to Girl Scouts and other educational programs.

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: Amy Ogan Erin Walker Kimberly Scott
resource research Public Programs
As part of ongoing efforts to support a diverse and robust engineering workforce and ensure that children and adults from all communities have the engineering and design thinking skills to succeed in a science, technology, engineering, and mathematics (STEM)-rich world, identity has become a growing focus of research and education efforts. In order to advance our understanding of engineering-related identity negotiation within informal STEM education contexts, we conducted an in-depth, qualitative investigation of six adolescent girls participating in an afterschool engineering education
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resource evaluation Afterschool Programs
Concord Evaluation Group (CEG) conducted an outreach partner evaluation for Design Squad Global (DSG). DSG is produced and managed by WGBH Educational Foundation. WGBH partnered with FHI360, a nonprofit human development organizations working in 70 countries, to implement DSG around the globe. In the DSG program, children in afterschool and school clubs explored engineering through hands-on activities, such as designing and building an emergency shelter or a structure that could withstand an earthquake. Through DSG, children also had the chance to work alongside a partner club from another
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TEAM MEMBERS: Marisa Wolsky Sonja Latimore Christine Paulsen Steven Ehrenberg
resource research Public Programs
We explore the understudied role of program staff in an out-of-school time (OST) program at a large science museum, which may be especially relevant for supporting underrepresented minority (URM) youth’s interest in science, technology, engineering, or math (STEM) careers. Using a sequential explanatory mixed-method design, we surveyed 167 program alumni on their science attitudes, career interests, and memories about how the program compared to experiences at home, school, and with friends. We followed that with 49 interviews with alumni. Findings show that, while in the program, alumni who
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TEAM MEMBERS: Aaron Price Faith Kares Gloria Segovia Aerika Brittian Loyd
resource project Games, Simulations, and Interactives
EMERGE in STEM (Education for Minorities to Effectively Raise Graduation and Employment in STEM) is a NSF INCLUDES Design and Development Launch Pilot. This project addresses the broadening participation challenge of increasing participation of women, the at-risk minority population, and the deaf in the STEM workforce. The project incorporates in and out-of-school career awareness activities for grades 4-12 in a high poverty community in Guilford County, North Carolina. EMERGE in STEM brings together a constellation of existing community partners from all three sectors (public, private, government) to leverage and expand mutually reinforcing STEM career awareness and workforce development activities in new ways by using a collective impact approach.

This project builds on a local network to infuse career exposure elements into the existing mutually reinforcing STEM activities and interventions in the community. A STEM education and career exposure software, Learning Blade, will be used to reach approximately 15,000 students. A shared measurement system and assessment process will contribute to the evaluation of the effectiveness of the collective impact strategies, the implementation of mutually reinforcing activities across the partnership and the extent to which project efforts attract students to consider STEM careers.
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TEAM MEMBERS: Gregory Monty Margaret Kanipes Malcolm Schug Steven Jiang
resource research Public Programs
The Montana Girls STEM Collaborative brings together organizations and individuals throughout Montana who are committed to informing and motivating girls to pursue careers in STEM – Science, Technology, Engineering and Mathematics. The Collaborative offers professional development, networking and collaboration opportunities to adults who offer and/or support STEM programs for girls and other youth typically under-represented in STEM. The vision of Montana Girls STEM is that every young person in Montana has the opportunity to learn about STEM careers and feels welcome pursuing any dream they
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TEAM MEMBERS: Suzi Taylor Ray Callaway Cathy Witlock
resource project Websites, Mobile Apps, and Online Media
The intent of this five-year project is to design, deliver, and study professional development for Informal Science Learning (ISL) educators in the arena of equity-focused STEAM (Science, Technology, Engineering, Art, and Mathematics) teaching and learning. While the strategy of integrating art and science to promote interest, identity, and other STEM-related learning has grown in recent years, this domain is still nascent with respect to a guiding set of best practices. Through prior work, the team has developed and implemented a set of design principles that incorporate effective practices for broadening participation of girls in science via science-art integration on the topic of the biology, chemistry and optics of "Colors in Nature." The continued initiative would impact the ISL field by providing a mechanism for ISL educators in museums, libraries and after-school programs to adopt and implement these STEAM design principles into their work. The team will lead long-term (12-18 months) professional development activities for ISL educators, including: 1) in-person workshops that leverage their four previously developed kits; 2) online, asynchronous learning activities featuring interactive instructional videos around their STEAM design principles; 3) synchronous sessions to debrief content and foster communities of practice; and 4) guided design work around the development or redesign of STEAM activities. In the first four years of the project, the team will work with four core institutional partners (Sitka Sound Science Center, Sno-Isle Libraries, the Fairbanks North Star Borough School District after-school program, and the Pima County Public Library system) across three states (Alaska, Washington, and Arizona). In the project's later stages, they will disseminate their learning tools to a broad, national audience. 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.

The project has three main goals: (1) To support ISL educators in offering meaningful STEAM activities, (2) To create institutional change among the partner organizations, and (3) To advance the ISL field with respect to professional development and designing for STEAM Programming. The research questions associated with the professional development activities address the ways in which change occurs and focus on all three levels: individual, institutional, and the ISL field. The methods are qualitative and quantitative, including videotaped observations, pre and post interviews, surveys and analysis of online and offline artifacts. In addition, the project evaluation will assess the implementation of the project's professional development model for effectiveness. Methods will include observations, interviews, surveys and Website analytics and program data.
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TEAM MEMBERS: Laura Conner Carrie Tzou Mareca Guthrie Stephen Pompea Blakely Tsurusaki Laura Oxtoby Perrin Teal-Sullivan