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resource project Exhibitions
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.

The Designing Our Tomorrow project will develop a framework for creating exhibit-based engineering design challenges and expand an existing model of facilitation for use in engineering exhibits. The project seeks to broaden participation in engineering and build capacity within the informal science education (ISE) field while raising public awareness of the importance of sustainable engineering design practices. The project focuses on girls aged 9-14 and their families and is co-developed with culturally responsive strategies to ensure the inclusion and influence of families from Latino communities. The project will conduct research resulting in theory-based measures of engineering proficiencies within an exhibit context and an exhibit facilitation model for the topic area of engineering. Based on the research, the project will develop an engineering design challenge framework for developing design challenges within an exhibit context. As the context for research, the project will develop a bilingual English/Spanish 2,000-square foot traveling exhibition designed to engage youth and families in engineering design challenges that advance their engineering proficiencies from beginner to more informed, supported by professional development modules and a host-site training workshop introducing strategies for facilitating family engineering experiences within a traveling exhibition. The project is a collaboration of Oregon Museum of Science and Industry with the Biomimicry Institute, Adelante Mujeres, and the Fleet Science Center.

Designing Our Tomorrow builds on a theory-based engineering teaching framework and several previous NSF-funded informal education projects to engage families in compelling design challenges presented through the lens of sustainable design exemplified by biomimicry. Through culturally-responsive co-development and research strategies to include members of Latino communities and provide challenges that highlight the altruistic, creative, personally relevant, and collaborative aspects of engineering, the Designing Our Tomorrow exhibition showcases engineering as an appealing career option for women and helps families support each other's engineering proficiencies. To better understand and promote engineering learning in an ISE setting, the project will conduct two research studies to inform and iteratively develop effective strategies. In the first study, measurement development will build on prior research and practice to design credible and reliable measures of engineering proficiency, awareness, and collaboration, as well as protocols for use in exhibit development and the study of facilitation at engineering exhibits, and future research. The second study will explore the effects of facilitation on the experience outcomes.

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: Marcie Benne Verónika Núñez
resource research Public Programs
Out-of-school settings promise to broaden participation in science to groups that are often left out of school-based opportunities. Increasing such involvement is premised on the notion that science is intricately tied to “the social, material, and personal well-being” of individuals, groups, and nations—indicators and aspirations that are deeply linked with understandings of equity, justice, and democracy. In this essay, the authors argue that dehistoricized and depoliticized meanings of equity, and the accompanying assumptions and goals of equity-oriented research and practice, threaten to
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TEAM MEMBERS: Thomas M. Philip Flávio S. Azevedo
resource research Summer and Extended Camps
Increased emphasis on K-12 engineering education, including the advent and incorporation of NGSS in many curricula, has spurred the need for increased engineering learning opportunities for younger students. This is particularly true for students from underrepresented minority populations or economically disadvantaged schools, who traditionally lag their peers in the pursuit of STEM majors or careers. To address this deficit, we have created the Hk Maker Lab, a summer program for New York City high school students that introduces them to biomedical engineering design. The students learn the
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TEAM MEMBERS: Aaron Matthew Kyle Michael Carapezza Christine Kovich
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. There are few empirical studies of sustained youth engagement in STEM-oriented making over time, how youth are supported in working towards more robust STEM related projects, on the outcomes of such making experiences among youth from historically marginalized communities, or on the design features of making experiences which support these goals. The project plans to conduct a set of research studies to develop: a theory-based and data-driven framework for equitably consequential making; a set of related individual-level and program-level cases with exemplars (and the associated challenges) that can be used by researchers and practitioners for guiding the field; and an initial set of guiding principles (with indicators) for identifying equitably consequential making in practice. The project will result in a framework for equitably consequential making with guiding principles for implementation that will contribute to the infrastructure for fostering increased opportunities to learn among all youth, especially those historically underrepresented in STEM.

Through research, the project seeks to build capacity among STEM-oriented maker practitioners, researchers and youth in the maker movement around equitably consequential making to expand the prevailing norms of making towards more transformative outcomes for youth. Project research will be guided by several questions. What do youth learn and do (in-the-moment and over time) in making spaces that work to support equity in making? What maker space design features support (or work against) youth in making in equitably consequential ways? What are the individual and community outcomes youth experience in STEM-making across settings and time scales? What are the most salient indicators of equitably consequential making, how do they take shape, how can these indicators be identified in practice? The project will research these questions using interview studies and critical longitudinal ethnography with embedded youth participatory case study methodologies. The research will be conducted in research-practice partnerships involving Michigan State University, the University of North Carolina at Greensboro and 4 local, STEM- and youth-oriented making spaces in Lansing and Greensboro that serve historically underrepresented groups in STEM, with a specific focus on youth from lower-income and African American backgrounds.
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TEAM MEMBERS: Angela Calabrese Barton Scott Calabrese Barton Edna Tan
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource research Public Programs
In this essay, Shirin Vossoughi, Paula Hooper, and Meg Escude advance a critique of branded, culturally normative definitions of making and caution against their uncritical adoption into the educational sphere. The authors argue that the ways making and equity are conceptualized can either restrict or expand the possibility that the growing maker movement will contribute to intellectually generative and liberatory educational experiences for working-class students and students of color. After reviewing various perspectives on making as educative practice, they present a framework that treats
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TEAM MEMBERS: Shirin Vossoughi Paula Hooper Meg Escude
resource research Public Programs
Large gaps in achievement and interest in science and engineering [STEM] persist for youth growing up in poverty, and in particular for African American and Latino youth. Within the informal community, the recently evolving “maker movement” has evoked interest for its potential role in breaking down longstanding barriers to learning and attainment in STEM, with advocates arguing for its “democratizing effects.” What remains unclear is how minoritized newcomers to a makerspace can access and engage in makerspaces in robust and equitably consequential ways. This paper describes how and why
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resource research Public Programs
In this paper we investigated the role youth participatory ethnography played as a pedagogical approach to supporting youth in making. To do so, we examined in-depth cases of youth makers from traditionally marginalized communities in two makerspace clubs in two different mid-sized US cities over the course of three years. Drawing from mobilities of learning studies and participatory frameworks, our findings indicate that participatory ethnography as pedagogical practice repositioned youth and making by helping to foreground youths’ relationality to people, communities, activities and
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resource project Public Programs
Designing for Diversity will establish a national Networked Improvement Community (NIC) of maker spaces and fab labs serving Black and Latino high school students and specializing in computational making programs. The project will be led by the New York Hall of Science, the Carnegie Foundation for the Advancement of Teaching and a national leadership team representing universities, cultural organizations, corporations, foundations and leaders in the Maker Movement. Using a NIC methodology, the partners will identify the most promising mechanisms for ensuring that participation in computational making programs has a significant impact on participants' choices to pursue STEM focused internships, post-secondary education, and career paths. The project will extend the NIC methodology into the informal learning community, which is in need of research methods that are both rigorous and accommodating of the institutional complexities of building and sustaining high-quality informal learning environments, and it will contribute to the literature on the impact of maker spaces and fab labs in underserved communities on the diversification of the STEM pipeline. The project will also pave the way for the development of a more fully-developed network of computational making programs across the country and a more comprehensive research initiative that will influence best practices in maker spaces and fab labs and foster perceptions of the value and impact of maker experiences on young people's readiness for future educational experiences and careers.

The project builds on research indicating that computational making - programs that combine the making of artifacts with computational tools and techniques - is a powerful strategy for engaging underrepresented students in STEM learning. However, participation in such programs will not necessarily lead students to take concrete steps toward computationally-rich STEM careers in which they are currently under-represented. A range of research suggests that computational making programs need to explicitly design for and address the socio-emotional dimensions of these learning experiences in order for them to become stepping stones into these careers. Designing for Diversity will work with a network of maker programs serving high needs Black and Latino high school students to address these learning factors. During this pilot, the leadership team will accomplish three tasks: (1) establish a common framework, shared measurement objectives and guidelines that will be used to identify, recruit and support participant maker programs and their local partners; (2) develop and coordinate the NIC's capacity for scaling and disseminating its work by connecting the research efforts to broader national initiatives; and (3) recruit, train, and collect baseline data on the Designing for Diversity NIC.
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TEAM MEMBERS: Margaret Honey Katherine McMillan Paul LeMahieu Andres Henriquez
resource project Public Programs
This project will develop culturally responsive making and makerspaces with Indigenous communities in Arizona and Utah. The investigators will work in and with these communities to design maker activities utilizing technologies that complement existing cultural practices where the communities are located. This will be done by addressing the following research questions: 1) How does the design of a community makerspace located at a community college on tribal lands differ from the design of a mobile makerspace that travels between tribal communities? What are the affordances and constraints of each model?; 2) How do high-low tech making activities implemented in these two distinct makerspaces support culturally responsive making and STEM learning in American Indian communities?; and 3) How do these new makerspaces and activities impact youth, teacher, and community conceptions of and interest in STEM learning?

By leveraging heritage craft practices, Indigenous technologies, and a mixture of high-low tech tools and materials, this project will expand the range of available maker activities and broaden our definitions of making to encompass craft practices and Indigenous technologies, which are often excluded from the maker literature and makerspaces. Through the design and development of local and mobile makerspace models serving American Indian communities, knowledge of how to design makerspaces that meet community needs and foster STEM learning will be generated. In terms of broader impact, the project will diversify making activities and makerspaces in ways that allow broadened participation in making for underserved American Indian communities. A key project goal is to critically explore making as a democratizing practice that can broaden Indigenous communities' access to and participation in STEM learning. This project is a part of NSF's Maker Dear Colleague Letter (DCL) portfolio (NSF 15-086), a collaborative investment of Directorates for Computer & Information Science & Engineering (CISE), Education and Human Resources (EHR) and Engineering (ENG).
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TEAM MEMBERS: Bryan Brayboy Yasmin Kafai Kristin Searle Breanne Litts
resource project Public Programs
While the term 'failure' brings to mind negative associations, there is a current focus on failure as a driver of innovation and development in many professional fields. It is also emerging from prior research that for STEM professionals and educators, failure plays an important role in designing and making to increase learning, persistence and other noncognitive skills such as self-efficacy and independence. By investigating how youth and educators attend to moments of failure, how they interpret what this means, and how they respond, we will be better able to understand the dynamics of each part of the experience. The research team will be working with youth from urban, suburban and rural settings, students from Title I schools or who qualify for free/reduced-price lunches, those from racial and ethnic minority groups, as well as students who are learning English as a second language. These youth are from groups traditionally underrepresented in STEM and in making, and research indicates they are more likely to experience negative outcomes when they experience failure.

The intellectual merit of this project centers on establishing a baseline understanding of how failure in making is triggered and experienced by youth, what role educators play in the process, and what can be done to increase persistence and learning, rather than failure being an end-state. The research team will investigate these issues through the use of qualitative and quantitative research methods. In particular, the team will design and evaluate the effectiveness of interventions on increasing the abilities of youth and educators in noticing and responding to failures and increasing positive (e.g., resilience) outcomes. Research sites are selected because they will allow collection of data on youth from a wide range of backgrounds. The research team will also work to test and revise their hypothesized model of the influence of factors on persistence through failures in making. This project is a part of NSF's Maker Dear Colleague Letter (DCL) portfolio (NSF 15-086), a collaborative investment of Directorates for Computer & Information Science & Engineering (CISE), Education and Human Resources (EHR) and Engineering (ENG).
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TEAM MEMBERS: Adam Maltese Amber Simpson Alice Anderson
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane