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resource project Public Programs
This project will examine the characteristics and outcomes of a large sample of environmental education field trip programs for youth to elucidate program characteristics that most powerfully influence 21st century learning outcomes. Environmental education programs for youth, particularly day-long school trip programs, are popular and reside at the intersection of formal and informal STEM education. Such field trips provide opportunities for diverse audiences to participate in shared learning experiences, but current understanding of what leads to success in these programs is limited. This large-scale study will address this gap in knowledge by investigating the linkages between program characteristics and participant outcomes for at least 800 single-day environmental education field trip programs for youth in grades 5-8, particularly programs for diverse and underserved audiences. This study will result in the identification of evidence-based practices that will inform future program design for a wide variety of settings, including nature centers, national parks, zoos, museums, aquaria, and other locations providing informal environmental education programs.

This Research in Service to Practice study is guided by two research questions: 1) What program characteristics (context, design, and delivery) most powerfully influence learner self-determination and learner outcomes? And 2) Do the most influential program characteristics differ across diverse and underserved audiences (e.g. African American, Hispanic/Latino, economically disadvantaged) and contexts (e.g. rural versus urban)? This project will examine a wide range of program-related factors, including pedagogical approaches and contextual characteristics. A valid and reliable protocol for observing 78 program characteristics hypothesized to influence learner outcomes developed by a previous project will be used to systematically sample and observe 500 single-day environmental education field trip programs for youth in grades 5-8 distributed across at least 40 U.S. states and territories. Programs for diverse and underserved youth will be emphasized, and a diverse set of programs in terms of program type and context will be sought. Data from this sample will be combined with those of an existing sample of 334 programs provided by over 90 providers. The final combined sample of over 800 programs will provide sufficient statistical power to confidently identify which program components are most consistently linked with learning outcomes. This sample size will also enable stratification of the sample for examination of these relationships within relevant subpopulations. Principal component analyses will be used to reduce data in theoretically meaningful and statistically valid ways, and multilevel structural equation modeling will be employed to examine the influences of both participants' individual characteristics and program and context characteristics on participant outcomes. Since one research question focuses on whether program outcomes are the same across different audiences, the project will include at least 200 programs for each of three specific audiences to ensure sufficient statistical power for confidence in the results: primarily African American, primarily Hispanic/Latino, and primarily White.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Robert Powell Marc Stern Brandon Frensley
resource research Public Programs
In this paper, we use the concept of consequential learning to frame our exploration of what makes learning and doing science matter for youth from nondominant communities, as well as the barriers these youth must confront in working toward consequential ends. Data are derived from multimodal cases authored by four females from nondominant communities that present an account of 'science that matters' from their work during their middle school years. We argue that consequential learning in science for these girls involves engaging science with a commitment to their community. This form of
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TEAM MEMBERS: Daniel Birmingham Angela Calabrese Barton Autumn McDaniel Jalah Jones Camryn Turner Angel Roberts
resource research Public Programs
This project created a social programmable robot to engage middle school girls in computer programming.
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TEAM MEMBERS: Erin Walker Amy Ogan Kimberly Scott
resource research Public Programs
This poster explores three programs that engage underrepresented youth in physics learning through dance.
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TEAM MEMBERS: Folshade Cromwell Solomon Tracey Wright Lawrence Pratt Vandana Singh Mariah Steele Robin Thompson Dionne Champion Christina Bebe
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
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TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
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 evaluation Afterschool Programs
In 2017, Concord Evaluation Group (CEG) conducted a summative evaluation of Design Squad Global (DSG). DSG is produced and managed by WGBH Educational Foundation. WGBH partnered with FHI 360, 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: Christine Paulsen Marisa Wolsky Sonja Latimore Steven Ehrenberg
resource project Professional Development and Workshops
This is an "Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science" (INCLUDES) Design and Development Launch Pilot that will implement a plan to assess the feasibility of a strategy designed to ensure high levels of improvement in K-12 grade students' mathematics achievement. The plan will focus on an often-neglected group of students--those who have been performing at the lowest quartile on state tests of mathematics, including African American, Hispanic, Native American, students with disabilities, and those segregated in urban and rural communities across the country. The project will draw on lessons learned from the nation's Civil Rights Movement and a community-organizing strategy learned during the struggle to achieve voting rights for African Americans. The Algebra Project (AP) is a national, nonprofit organization that uses mathematics as an organizing tool to ensure quality public school education for every child in America; it believes that every child has a right to a quality education to succeed in this technology-based society. AP's unique approach to school reform intentionally develops sustainable, student-centered models by building coalitions of stakeholders within the local communities, particularly the historically underserved populations. The AP works to change the deeply rooted social attitudes that encourage the disenfranchisement of a third of the nation's population. It delivers a multi-pronged approach to build demand for and support of quality public schools, including research and development, school development, and community development education reform efforts through K-12 initiatives.

The Algebra Project and the Young People's Project (YPP) will join efforts to bring together over 70 individuals and organizations, including 17 universities of which 8 are Historical Black Colleges and Universities, school districts, mathematics educators, and researchers to examine their experiences, and use collective learning to refine and hone strategies that they have piloted and tested to promote mathematics inclusion. The role of YPP in the proposed project will be to organize and facilitate the youth component, such that project activities reflect the language and culture of students, continuously leveraging and building upon their voice, creative input, and ongoing feedback. YPP will conduct workshops for students organized around math-based games that provide collective experiences in which student learning requires individual reflection, small group work, teamwork and discussion. The proposed work will comprise the design of effective learning opportunities; building and supporting a cadre of teachers who can effectively work with students learning under the proposed approach; using technologies to enhance teaching and learning; and utilizing evaluation and research to drive continuous improvement. Because bringing together an effective network with diverse expertise to collaborate towards national impact requires expert facilitation processes, the project will establish working groups around three major principles: (1) Organizing from the bottom up through students, their teachers, and others in local communities committed to their education, allied with individuals and organizations who have expertise and dedication for achieving the stated goals, can produce significant progress and the conditions for collective impact; (2) Effective learning materials and formal and informal learning opportunities in mathematics can be designed and implemented for students performing in the bottom academic quartile; and (3) Teachers and other educators can become more proficient and more confident in their capacity to produce students who are successful in learning the level of mathematics required for full participation in STEM. The working groups will also be tasked to consider two cross-cutting topics: (a) the communication structures and technologies needed to operate and expand the present network, and to create the "backbone" and other structures needed to operate and expand the network; and (b) the measurements and metrics for major needs, such as assessing students' mathematics literacy, socio-emotional development in specified areas; teachers' competencies; as well as the work of the network. The final product of this plan will be a "Theory of Collective Action and Strategic Plan". The plan will contain recommendations for collective actions needed in order for the current network to coordinate, add appropriate partners, develop the needed backbone structures, and become an NSF Alliance for national impact on the broadening participation challenge of improving the mathematics achievement. An external evaluator will conduct both formative and summative aspects of this process.
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TEAM MEMBERS: Robert Moses Nell Cobb Gregory Budzban Maisha Moses William Crombie
resource research Public Programs
In this case study, we highlight the work of the Bay Area STEM Ecosystem, which aims to increase equity and access to STEM learning opportunities in underserved communities. First, we lay out the problems they are trying to solve and give a high level overview of the Bay Area STEM Ecosystem’s approach to addressing them. Then, based on field observations and interviews, we highlight both the successes and some missed opportunities from the first collaborative program of this Ecosystem. Both the successes of The Bay Area STEM Ecosystem--as well as the partners’ willingness to share and examine
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resource evaluation Media and Technology
Supported by the National Science Foundation, the Global Soundscapes! Big Data, Big Screens, Open Ears project employs a variety of informal learning experiences to present the physics of sound and the new science of soundscape ecology. The interdisciplinary science analyzes sounds over time in different ecosystems around the world. The major components of the Global Soundscapes project are an educator-led interactive giant-screen theater program and hands-on group activities. Multimedia Research, an independent evaluation firm, implemented a summative evaluation with low income, inner-city
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TEAM MEMBERS: Barbara Flagg
resource project Public Programs
Young people learn about science, technology, engineering, and math (STEM) in a variety of ways and from many sources, including school, the media, personal experiences, and friends and family. Yet STEM participation and identification by youth are not equal across social, economic, and cultural communities. This project will study a long-term, out-of-school program for high school-age youth, who are from groups under-represented in STEM academics and careers: girls, youth from low-income households, and youth of color. Located in the urban context of the Science Museum of Minnesota, the Kitty Andersen Youth Science Center (KAYSC) engages youth in applying culturally rich STEM content to work toward social justice and community building. Specifically, this project will examine how the learning practices of the KAYSC model support youth in identifying with, engaging in, and participating in STEM. Through studying the KAYSC's STEM Justice model, which centers youth as learners, teachers, and leaders who address critical community issues through STEM, this project will develop resources that informal science educators in a variety of contexts and programs can use to promote positive social change, equity, inclusion, and applied STEM learning.

The Science Museum of Minnesota will use design-based implementation research to study this model. This research will draw on and further the emerging theoretical framework of science capital. Science capital attempts to capture multiple aspects of science learning and application, including science knowledge, social and cultural resources, and science-related behaviors and practices. Empirically developing the theory of science capital has the potential to build concrete understanding of how to address inequalities in science participation. Four teams will work independently and collaboratively to do so: an adult research team, a high school youth research team, a practitioner team, and a co-design team composed of representatives from the other three teams. Research teams will collect data in the form of observations, semi-structured interviews, practitioner activity reports, artifacts, and the experience sampling method. Initial cycles of design will occur at the Science Museum of Minnesota as researchers and practitioners document, analyze, and iteratively design learning practices within the STEM Justice model. In the second half of the grant, the team will work with an external out-of-school time youth leadership site to implement the redesigned model. Participatory research and design methods involving both youth and adults can advance understanding of what makes out-of-school time STEM learning meaningful, relevant, and successful for marginalized youth and their communities. Grounded in culturally and socially relevant, community-based resources and programming, this project will study how leveraging STEM out-of-school time learning connected to social justice can broaden access to STEM as well as develop workforce, and leadership, and STEM skills by under-represented youth. The project also builds staff capacity for promoting equity and access in informal learning settings.

This project is being 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.
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TEAM MEMBERS: Shannon McManimon Zdanna King Joseph Adamji Aiyana Machado Choua Her
resource research Public Programs
In the United States, African Americans are underrepresented in science careers and underserved in pre-collegiate science education. This project engaged African American elementary students in culturally relevant science education through archaeology and thereby increased positive dispositions toward science. While imagining what the lives of their ancestors were like, students practiced scientific inquiry and used natural sciences to analyze archaeological sites. The project helped to improve science literacy among African American elementary students through archaeological inquiry and
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TEAM MEMBERS: Michael Brody Joelle Clark Jeanne Moe