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resource research Informal/Formal Connections
Informal STEM learning experiences (ISLEs), such as participating in science, computing, and engineering clubs and camps, have been associated with the development of youth’s science, technology, engineering, and mathematics interests and career aspirations. However, research on ISLEs predominantly focuses on institutional settings such as museums and science centers, which are often discursively inaccessible to youth who identify with minoritized demographic groups. Using latent class analysis, we identify five general profiles (i.e., classes) of childhood participation in ISLEs from data
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TEAM MEMBERS: Remy Dou Heidi Cian Zahra Hazari Philip Sadler Gerhard Sonnert
resource project Media and Technology
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.

BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.

A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.

This project is co-funded by two NSF programs: The Advancing Informal STEM Learning 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 Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.

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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resource project Informal/Formal Connections
The Council for Opportunity in Education, in collaboration with TERC, seeks to advance the understanding of social and cultural factors that increase retention of women of color in computing; and implement and evaluate a mentoring and networking intervention for undergraduate women of color based on the project's research findings. Computing is unique because it ranks as one of the STEM fields that are least populated by women of color, and because while representation of women of color is increasing in nearly every other STEM field, it is currently decreasing in computing - even as national job prospects in technology fields increase. The project staff will conduct an extensive study of programs that have successfully served women of color in the computing fields and will conduct formal interviews with 15 professional women of color who have thrived in computing to learn about their educational strategies. Based on those findings, the project staff will develop and assess a small-scale intervention that will be modeled on the practices of mentoring and networking which have been established as effective among women of color who are students of STEM disciplines. By partnering with Broadening Participation in Computing Alliances and local and national organizations dedicated to diversifying computing, project staff will identify both women of color undergraduates to participate in the intervention and professionals who can serve as mentors to the undergraduates in the intervention phase of the project. Assisting the researchers will be a distinguished Advisory Board that provides expertise in broadening the representation of women of color in STEM education. The external evaluator will provide formative and summative assessments of the project's case study data and narratives data using methods of study analysis and narrative inquiry and will lead the formative and summative evaluation of the intervention using a mixed methods approach. The intervention evaluation will focus on three variables: 1) students' attitudes toward computer science, 2) their persistence in computer science and 3) their participant attitudes toward, and experiences in, the intervention.

This project extends the PIs' previous NSF-funded work on factors that impact the success of women of color in STEM. The project will contribute an improved understanding of the complex challenges that women of color encounter in computing. It will also illuminate individual and programmatic strategies that enable them to participate more fully and in greater numbers. The ultimate broader impact of the project should be a proven, scalable model for reversing the downward trend in the rates at which women of color earn bachelor's degrees in computer science.
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TEAM MEMBERS: Apriel Hodari Maria Ong
resource research Informal/Formal Connections
Counterspaces in science, technology, engineering, and mathematics (STEM) are often considered “safe spaces” at the margins for groups outside the mainstream of STEM education. The prevailing culture and structural manifestations in STEM have traditionally privileged norms of success that favor competitive, individualistic, and solitary practices—norms associated with White male scientists. This privilege extends to structures that govern learning and mark progress in STEM education that have marginalized groups that do not reflect the gender, race, or ethnicity conventionally associated with
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TEAM MEMBERS: Maria Ong Janet Smith Lily Ko
resource project Public Programs
Research that seeks to understand classroom interactions often relies on video recordings of classrooms so that researchers can document and analyze what teachers and students are doing in the learning environment. When studies are large scale, this analysis is challenging in part because it is time-consuming to review and code large quantities of video. For example, hundreds of hours of videotaped interaction between students working in an after-school program for advancing computational thinking and engineering learning for Latino/a students. This project is exploring the use of computer-assisted methods for video analysis to support manual coding by researchers. The project is adapting procedures used for computer-aided diagnosis systems for medical systems. The computer-assisted process creates summaries that can then be used by researchers to identify critical events and to describe patterns of activities in the classroom such as students talking to each other or writing during a small group project. Creating the summaries requires analyzing video for facial recognition, motion, color and object identification. The project will investigate what parts of student participation and teaching can be analyzed using computer-assisted video analysis. This project is supported by NSF's EHR Core Research (ECR) program, the STEM+C program and the AISL program. The ECR program emphasizes fundamental STEM education research that generates foundational knowledge in the field. The project is funded by the STEM+Computing program, which seeks to address emerging challenges in computational STEM areas through the applied integration of computational thinking and computing activities within disciplinary STEM teaching and learning in early childhood education through high school (preK-12). As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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 video analysis systems will provide video summarizations for specific activities which will allow researchers to use these results to quantify student participation and document teaching practices that support student learning. This will support the analysis of large volumes of video data that are often time-consuming to analyze. The video analysis system will identify objects in the scene and then use measures of distances between objects and other tracking methods to code different activities (e.g., typing, talking, interaction between the student and a facilitator). The two groups of research questions are as follows. (1) How can human review of digital videos benefit from computer-assisted video analysis methods? Which aspects of video summarization (e.g., detected activities) can help reduce the time it takes to review the videos? Beyond audio analytics, what types of future research in video summarization can help reduce the time that it takes to review videos? (2) How can we quantify student participation using computer-assisted video analysis methods? What aspects of student participation can be accurately measures by computer-assisted video analysis methods? The video to be used for this study is drawn from a project focused on engineering and computational thinking learning for Latino/a students in an after-school setting. Hundreds of hours of video are available to be reviewed and analyzed to design and refine the system. The resulting coding will also help document patterns of engagement in the learning environment.

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: Marios Pattichis Sylvia Celedon-Pattichis Carlos LopezLeiva
resource evaluation Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking concepts and practices. This research is intended to examine the extent to which the prototyped media and activity sets support the project’s learning goals. Education Development Center (EDC), WGBH’s research partner for the project, conducted a small formative study with 16 English-speaking families (children and their caregivers) to test out these media and activity set prototypes. During the in-person video
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Leslie Cuellar
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 project K-12 Programs
This project, an NSF INCLUDES Design and Development Launch Pilot, managed by the University of Nevada, Reno, addresses the grand challenge of increasing underrepresentation regionally in the advanced manufacturing sector. Using the state's Learn and Earn Program Advanced Career Pathway (LEAP) as the foundation, science, technology, engineering and mathematics (STEM) activities will support and prepare Hispanic students for the region's workforce in advanced manufacturing which includes partnerships with Truckee Meadows Community College (TMCC), the state's Governor's Office of Economic Development, Charles River Laboratories, Nevada Established Program to Stimulate Competitive Research (Nevada EPSCoR) and the K-12 community.

The expected outcomes from the project will inform the feasibility, expandability and transferability of the LEAP framework in diversifying the state's workforce locally and the STEM workforce nationally. Formative and summative evaluation will be conducted with a well-matched comparison group. Dissemination of project results will be disseminated through the Association for Public Land-Grant Universities (APLU), STEM conferences and scholarly journals.
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TEAM MEMBERS: David Shintani Julie Ellsworth Karsten Heise Robert Stachlewitz Regina Tempel
resource project Professional Development, Conferences, and Networks
The goal of FLIP (Diversifying Future Leadership in the Professoriate), an NSF INCLUDES Design and Development Launch Pilot, is to address the broadening participation challenge of increasing the diversity of the future leadership in the professoriate in computing at research universities as a way to achieve diversity across the field. According to the 2016 CRA Taulbee Survey, only 4.3% of the tenure-track faculty at PhD-granting universities are from underrepresented minorities. This challenge is important to address because diverse faculty contributes to academia in the following critical ways: serve as excellent role models for a diverse study body, bring diverse backgrounds to the student programs and policies developed by the department, and bring diverse perspectives to the research projects and programs. Further, the focus is on research universities, because in practice, key national leadership roles, such as serving on national committees that impact thefield of computing, often come from research universities.

The shared purpose and broad vision of the FLIP launch pilot is to increase faculty diversity in computing at research universities by increasing the diversity of PhD graduates from the top producers of computing faculty. The focus is on four underrepresented groups in computing: African Americans; Hispanics; Native Americans and indigenous peoples; and Persons with Disabilities. The long-term goal is to pursue this vision through strategic partnerships with those institutions that are the top producers of computing faculty and organizations that focus on diverse students in STEM, as well as partnerships that collectively adopt proven strategies for recruiting, graduating, and preparing a diverse set of doctoral students for academic careers. The purpose of the pilot is to establish a unified approach across the different partners that will build upon proven strategies to develop novel practices for increasing the diversity of the PhD graduates from key institutions, thereby increasing the faculty diversity in computing at research universities. For the pilot, FLIP will focus on recruitment and admissions and professional development for current PhD students.
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TEAM MEMBERS: Valerie Taylor Charles Isbell Jeffrey Forbes University of Chicago
resource project Public Programs
To reach its full potential in science, technology, engineering, and mathematics (STEM), the United States must continue to recruit, prepare and maintain a diverse STEM workforce. Much work has been done in this regard. Yet, underrepresentation in STEM fields persists and is especially pronounced for Hispanic STEM professionals. The Hispanic community is the youngest and fastest growing racial/ethnic group in the United States but comprises only seven percent of the STEM workforce. More evidence-based solutions and innovative approaches are required. This project endeavors to address the challenges of underrepresentation in STEM, especially among individuals of Hispanic descent, through an innovative approach. The University of San Diego will design, develop, implement, and test a multilayered STEM learning approach specific to STEM learning and workforce development in STEM fields targeting Hispanic youth. The STEM World of Work project will explore youth STEM identity through three mechanisms: (1) an assessment of their individual interests, strengths, and values, (2) exposure to an array of viable STEM careers, and (3) engagement in rigorous hands-on STEM activities. The project centers on a youth summer STEM enrichment program and a series of follow-up booster sessions delivered during the academic year in informal contexts to promote family engagement. Paramount to this work is the core focus on San Diego's Five Priority Workforce Sectors: Advanced Manufacturing, Information and Communications Technology, Clean Energy, Healthcare, and Biotech. Few, if any, existing projects in the Advancing Informal STEM learning portfolio have explored the potential connections between these five priority workforce sectors, informal STEM learning, and identity among predominately Hispanic youth and families engaged in a year-long, culturally responsive STEM learning and workforce focused program. If successful, the model could provide a template for the facilitation of similar efforts in the future.

The STEM World of Work project will use a mixed-methods, exploratory research design to better understand the variables influencing STEM learning and academic and career choices within the proposed context. The research questions will explore: (1) the impacts of the project on students' engagement, STEM identity, STEM motivation, and academic outcomes, (2) factors that moderate these outcomes, and (3) the impact the model has on influencing youths' personal goals and career choices. Data will be garnered through cross-sectional and longitudinal surveys and reflective focus groups with the students and their parents/guardians. Multivariate analysis of variance, longitudinal modeling, and qualitative analysis will be conducted to analyze and report the data. The findings will be disseminated using a variety of methods and platforms. The broader impacts of the findings and work are expected to extend well beyond the project team, graduate student mentors, project partners, and the estimated 120 middle school students and their families from the predominately Hispanic Chula Vista Community of San Diego who will be directly impacted by the project.

This exploratory pathways project is funded by the Advancing Informal STEM Learning 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: Perla Myers Vitaliy Popov Odesma Dalrymple Yaoran Li Joi Spencer
resource research Media and Technology
A program that teaches middle-school Latinas to program their own computer games seeks ways of overcoming the growing shortfall of both Latinos and women in IT education and careers.
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TEAM MEMBERS: Jill Denner Steve Bean Jacob Martinez
resource project Media and Technology
This project is designed to improve communication between scientists and the public focusing on the role of evidence in science. It is a two-year project that includes: 1) implementing a national survey on the public use of science web sites; 2) conducting a national Science Education Outreach Forum bringing together scientists and informal science educators; 3) implementing workshop sessions at a national conference to disseminate lessons learned from the survey and Forum; and 4) developing a prototype website on the role of evidence that will be evaluated for audience engagement and understanding. This project builds on the Exploratorium's prior NSF-funded project (ESI#9980619) developing innovative strategies using the Internet to link scientists and the public using Webcasts, annotated datasets and interactive web resources. Project collaborators include the Pew Internet and American Life Project, Palmer Station, Scripps Oceanographic Institute, FermiLab and the Society of Hispanic Physicists among others. The research and evaluation of the project has the potential for strategic impact by providing new information and models on how science centers can more effectively use the Internet to improve communication between scientists and the public while engaging learners more effectively.
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TEAM MEMBERS: Robert Semper Melissa Alexander