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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. In this project, Twin Cities Public Television (TPT) will produce Latina SciGirls, a fourth season of the Emmy Award-winning television and transmedia project SciGirls. Latina SciGirls includes six half-hour television episodes of SciGirls filmed in Spanish, showing groups of Hispanic girls and their Latina STEM (Science, Technology, Engineering, Mathematics) mentors investigating culturally relevant science and engineering problems of interest to Hispanic communities across the U.S. Television mentors and girls will be filmed in Hispanic communities in the southwest and southeastern U.S. and represent various cultural backgrounds and ethnicities. TPT will also create a series of family and girl-friendly online role model video profiles in Spanish and English of Latina STEM professionals. In addition to the media components, the project will provide opportunities to connect girls and their families with in-person Latina role models and STEM programming via community outreach in diverse Hispanic communities across the country. The goal of the project is to promote positive STEM identity development in middle school-age Hispanic girls. Hispanic women are the largest group of minority females, constituting 8% of the U.S. population, however, the participation of Hispanic women in science and engineering is significantly low: in 2010, just 2% of all of the scientists and engineers in the U.S. workforce were Hispanic women. The approach to Latina SciGirls is rooted both in research-based strategies proven to engage girls in STEM, and the need to address specific barriers that prevent many Hispanic girls from participating fully in STEM activities. These barriers include lack of STEM identity (girls' perception of themselves as scientists or engineers), limited exposure to STEM role models, and low parental engagement and English proficiency. Research shows that Hispanic girls have high interest and confidence in STEM, and a strong work ethic, but lack support and exposure to STEM professionals. TPT will uniquely leverage the power of national media and outreach to enable Latina STEM professionals to interact with girls and their families both onscreen and in person. Latina SciGirls episodes will be broadcast nationally by PBS and the nation's largest Hispanic network, Univisión, and streamed online at PBSKids.org. Resources will be made available to additional Spanish-speaking communities nationwide through the NSF-funded outreach program, SciGirls CONNECT, and through partnership with the National Girls Collaborative Project. TPT will commission an external research study with the University of Colorado-Boulder, which will test the hypothesis: The SciGirls model, when augmented to address specific barriers to STEM engagement of Hispanic girls ages 8 to 13 and their parents, will promote the development of positive STEM-related identities in Hispanic girls. In this capacity, the study will investigate Hispanic girls' personal experiences engaging with the project deliverables and how those experiences contribute to their STEM-related identity development against cultural and gender-based stereotypes. An external evaluation by Knight-Williams, Inc. will include front-end, formative and summative phases. The front-end evaluation will involve stakeholders in the development of a Spanish language program that features culturally appropriate storylines and showcases Latina STEM professionals. Formative evaluation will include focus groups of girls and families offering their reactions to the appeal and perceived value of the program. Summative evaluation will capture the reach of the broadcast, online components and community events. TPT will disseminate the research and evaluation findings through presentations at national conferences, including the American Education Research Association, National Science Teachers Association, and at www.InformalScience.org. The project's evaluation and research about the complexities of the cognitive and experiential factors that influence Hispanic girls' STEM identity development will contribute to the field's understanding of this subject and the larger efforts of broadening minority women's participation in STEM.
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TEAM MEMBERS: Rita Karl Alicia Santiago Richard Hudson Brenda Britsch
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 resources for use in a variety of settings. This research project leverages ongoing longitudinal research to investigate whether, and if so how, youth from ages 10 to 15 in a diverse, under-resourced urban community become interested and engaged in STEM. The project addresses a global issue; fewer youth choose to major in scientific fields or take science coursework at high school or university levels. These declining numbers result in fewer STEM professionals and fewer scientifically literate citizens who are able to function successfully in an increasingly scientific and technological society. These declines are observed for youth as a whole, but are most pronounced for girls and particular non-white ethnic minorities. Data collected from youth in this community of study, including non-white ethnic minorities, mirrors this decline. NSF funding will support a five-year systematic and systemic process in which project researchers work collaboratively with existing informal and formal educational partners (e.g., museums, libraries, afterschool providers, schools) to develop sets of customized, connected, and coordinated learning interventions, in and out of school, for youth with different backgrounds, needs, and interests, all with the goal of averting or dampening this decline of STEM interest and participation during early adolescence. In addition to new research and community STEM networks, this project will result in a Community Toolkit that includes research instruments and documentation of network-building strategies for use by other researchers and practitioners nationally and internationally. This mixed methods exploratory study has two distinct but interrelated populations - youth and educators from across informal and formal institutions. To develop a clearer understanding of the factors that influence youths' STEM interest development over time, particularly among three youth STEM Interest Profiles identified in a secondary analysis (1-Dislike Math, 2-Like all STEM, 3-Dislike all STEM), the design combines surveys with in-depth interviews and observations. To study educators and institutions, researchers will combine interviews, focus groups, and observations to better understand factors that influence community-wide, data-driven approaches to supporting youth interest development. Research will be conducted in three phases with the goal of community-level change in youth STEM interest and participation. In Phase 1 (Years 1 & 2) four educational partners will develop interventions for a 6th and 7th grade youth cohort that will be iteratively refined through a design-based approach. Educational partners and researchers will meet to review and discuss interest and participation data and use these data to select content, as well as plan activities and strategies within their programs (using a simplified form of conjecture mapping). By Phase 2 (Years 3 & 4) four additional partners will be included, more closely modeling the complex system of the community. With support from researchers support and existing partners, new educational partners will similarly review and discuss data, using these to select content, as well as plan activities consistent with program goals and strategies. Additional interventions will be implemented by the new partners and further assessed and refined with a new 6th and 7th grade cohort, along with the existing interventions of the first four partners. In Phase 3 (Year 5) data will be collected on pre-post community-level changes in STEM interest and participation and the perceived effectiveness of this approach for youth. These data will inform future studies.
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resource project Public Programs
The goal of the project is to research ways in which the teaching of basic computing skills can be integrated into after-school choral programs. The team will study how to adapt the interdisciplinary, computing + music activities developed to date in their NSF-funded Performamatics project with college-aged students to now introduce middle school-aged students to computing in an informal, after-school choral program. They will investigate how to leverage the universal appeal of music to help students who typically shy away from technical studies to gain a foothold in STEM (Science, Technology, Engineering, and Mathematics) by programming choral music. It 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 team will use a qualitative and quantitative, mixed-methods approach to study four research questions: (1) Can middle school-aged children follow the connections from singing to digitized sound to MIDI and back to music and learn to program using the songs they like to sing? To encourage students to become involved with manipulating sounds and programming music on their own computers, the approach will employ Audacity and Scratch, two free music recording, editing, and generation platforms. The team will study how well programming of music helps them acquire STEM skills by assessing the complexity and efficacy of the programs they can learn to code. (2) Can programming their individual parts help students learn to sing in three- and four-part harmony? The main focus is on learning of STEM, but research on this question will evaluate whether programming skills can help students learn about music too. (3) What resources, models, and tools (RMTs) are necessary to integrate STEM education into a middle school after-school choral program? The team will work with local middle schools to research techniques for integrating computing into after-school choral programs without disrupting their musical focus. They will identify what choral teachers need in order to do this integration, and they will devise and evaluate techniques for adding STEM skills to the students' choral experience. (4) Can the involvement of adults who match the students' racial and/or cultural backgrounds have a positive effect on the "people like me don't (or can't) do that?" belief that so often stifles efforts to attract underrepresented groups to STEM? They will actively seek to involve students of underrepresented groups in the program by recruiting adult role models from these groups who are involved with both music and computing. They will use attitudinal surveys to assess whether these adults have any effect on the students' self-efficacy and the "people like me" syndrome that hinders some from engaging in STEM.
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TEAM MEMBERS: Jesse Heines Daniel Walzer
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource research Media and Technology
Informal science education creates opportunities for the general public to learn about complex health and science topics. Tissue engineering is a fast-growing field of medical science that combines advanced chemistries to create synthetic scaffolds, stem cells, and growth factors that individually or in combination can support the bodies own healing powers to remedy a range of maladies. Health literacy about this topic is increasingly important as our population ages and as treatments become more technologically advanced. We are using a science center planetarium as a projection space to
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TEAM MEMBERS: Anna Wilson Laura Gonzalez John Pollock
resource research Public Programs
Drawing upon critically oriented studies of science literacy and environmental justice, we posit a framework for activism in science education. To make our case, we share a set of narratives on how the River City Youth Club acquired a new green roof. Using these narratives we argue that the ways in which youth describe their accomplishments with respect to the roof reflects a range of subject positions that they carve out and take up over time. These subject positions reveal how activism is a generative process linked to “knowing” and “being” in ways that juxtapose everyday practices with
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TEAM MEMBERS: Angela Calabrese Barton Edna Tan
resource research Public Programs
This article investigates the development of agency in science among low-income urban youth aged 10 to 14 as they participated in a voluntary year-round program on green energy technologies conducted at a local community club in a midwestern city. Focusing on how youth engaged a summer unit on understanding and modeling the relationship between energy use and the health of the urban environment, we use ethnographic data to discuss how the youth asserted themselves as community science experts in ways that took up and broke down the contradictory roles of being a producer and a critic of
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TEAM MEMBERS: Angela Calabrese Barton Edna Tan
resource project Public Programs
Investigating Green Energy Technologies in the City (GET City) is a youth-based project designed to target underserved middle school students and introduce concepts in energy sustainability and environmental health. Partners include Michigan State University's College of Education and College of Engineering, Lansing Boys and Girls Club, Lansing Board of Water and Light, and Urban Options, a non-profit energy and environmental agency. Participants learn to use IT tools (GIS software, databases, and communication tools) and gain IT workforce skills, research experiences, science knowledge, and inquiry skills. Project components include bi-weekly afterschool sessions (18 weeks), a 3-week summer program with field-based design experiences, community energy events, parental involvement activities, career field trips, and a project website. Youth will also participate in an annual community fair and conduct energy audits. Topics covered include brownouts, environmental health, alternative energy sources, and green energy technologies. Youth will receive ongoing support from energy mentors and gain leadership experience. The project will result in the development of a curriculum that includes IT-based investigations with a focus on core energy concepts. GET City also includes a research component that examines youth identity development in science, engineering, and IT in an attempt to understand how the program supports participation in an IT community of practice. The research, in conjunction with the comprehensive evaluation, will contribute to the field by providing insight into how the program design fosters youth engagement and learning in science, engineering, and IT. Seventy youth will receive 280 contact hours over two years of participation.
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TEAM MEMBERS: Angela Calabrese Barton Scott Calabrese Barton
resource project Public Programs
The Science Museum of Minnesota (SMM) requests a grant from the National Center for Research Resources through the SEPA program to develop and evaluate a model biomedical science education partnership program in collaboration with the University of Minnesota's Cancer Center, Medical School, School of Public Health, and College of Veterinary Medicine. The museum will work with 19 researchers at the University to develop a multifaceted exhibition and presentation program focusing on the importance of human tissues in biological development, function, and disease. The 1500-square-foot exhibition, to be located in SMM's new Human Body Gallery, will consist of an introduction to tissues and four topical exhibit clusters. Each topic was chosen because it tells a fascinating story of how the human body works and because it represents an important current NIH research focus in health and medicine. The exhibits will emphasize the importance of understanding how tissue function and viability leads to advances in detection, treatment, and curing different diseases. The exhibits closely support the National Science Education Standards Content Standards for Life Science for grades 5-9 (representing the majority of school field trip visitors to the museum.) A complimentary presentation/outreach program will involve NIH-supported researchers in three programs designed to increase public understanding of basic biomedical science, the causes and cures for disease, and the goals and achievements of biomedical research. A Visiting Scientists Program will feature scientists in the museum presenting programs and demonstrations related to their research interests. A Scientist Mentor Program will involve scientists closely with a diverse team of high-school aged youth to develop ongoing demonstrations and community outreach programs. A Dramatic Presentation will bring home to museum visitors the wider ethical and philosophical dimensions of tissue research.
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TEAM MEMBERS: Laurie Fink Susan Fleming
resource project Public Programs
The Oregon Museum of Science and Industry (OMSI), in partnership with the J. Craig Venter Institute (JCVI), proposes to develop the Zoo in You: Exploring the Human Microbiome, a 2,000 square foot bilingual (English and Spanish) traveling exhibition for national tour to science centers, health museums, and other relevant venues. The exhibition will engage visitors in the cutting edge research of the National Institutes of Health's (NIH) Human Microbiome Project (HMP) and explore the impact of the microbiome on human health. To enrich the visitor experience, the Zoo in You project will also produce an interactive bilingual website and in-depth programs including science cafes and book groups for adult audiences. JCVI will provide its expertise and experience as a major site for HMP genomics research to the project. In addition, advisors from the Oregon Health & Science University, Multnomah County Library, the Multnomah County Health Department, ScienceWorks Hands-On Museum, Science Museum of Minnesota, and other experts will guide OMSI's development of exhibits and programs. The Institute of Learning Innovation in collaboration with OMSI will evaluate the exhibits, programs, and website. Front-end, formative, remedial, and summative evaluation will be conducted in English and Spanish at OMSI, ScienceWorks, and tour venues. The exhibition's target audience is families and school groups with children in grades 4-12. Latino families are a priority audience and the project deliverables will be developed bilingually and biculturally. The Zoo in You will tour to three venues a year for a minimum of eight years. We conservatively estimate that over two million people will visit the exhibition during the national tour. This project presents a powerful opportunity to inform museum visitors about new discoveries in genomic research, to invite families to learn together, and to present and interpret health-related research findings for diverse audiences. PUBLIC HEALTH RELEVANCE (provided by applicant): Our research education program, the Zoo in You (ZIY): Exploring the Human Microbiome, is relevant to public health because it will inform exhibition visitors and program participants about the significant new research of the NIH's Human Microbiome Project (HMP). Visitors will make connections between basic research, human health, and their own personal experiences. The bilingual (English and Spanish) ZIY exhibits and programs will present research finding and public health information in enjoyable and engaging ways to reach diverse family and adult audiences.
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TEAM MEMBERS: Victoria Coats
resource project Media and Technology
Through "Addressing the Science of Really Gross Things: Engaging Young Learners in Biomedical Science Through a Fulldome Planetarium Show and Supporting Curricula," Morehead Planetarium and Science Center at the University of North Carolina at Chapel Hill, in close collaboration with NIH-funded researchers at the UNC and a leading children's book author, will develop an informal science education media project and a suite of hands-on, inquiry-based curricula based on the media project for use in science centers, museums and schools. This project will build the pipeline of future researchers and create awareness of NIH-funded research by generating interest and excitement among children age 9-13 in the health sciences and related careers and building their science content knowledge. To achieve the objective, the investigators will develop a fulldome planetarium show; create correlating curricula for summer camps, afterschool programs, scout programs, science center field trips, science clubs and schools; and produce a DVD highlighting careers in the health sciences. In addition, the project will use several methods to target populations traditionally underrepresented in the biomedical fields, including featuring professionals from underrepresented populations in the multimedia and curricula products, making outreach visits to counties with large populations traditionally underrepresented in health science research careers, and producing a Spanish-language version of the products. The use of a known brand, "Grossology," is an innovative way to connect to children in the target age range and to encourage the informal science education community to embrace health-science content in their fulldome theaters. In addition, the project's hub-and-spoke approach further encourages adoption of this programming by providing informal science venues with both an engaging experience (hub) and the supporting curricula (the spokes) that is necessary to extend the show's potential for having significant educational impact. A strong project team maximizes the project's likelihood for success. The team includes fulldome producers and educators from Morehead and NIH-funded researchers with expertise in appropriate science content areas. In addition, the investigators have created a network of consultants, advisory board members and evaluators that will create feedback loops designed to ensure high-quality, scientifically-accurate, educationally-effective products. The investigators will use a combination of free and revenue-based dissemination strategies to ensure that the products of this award are broadly distributed. These strategies hold significant promise for creating broad use of this project's products in the nation's science centers, museums and classrooms.
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TEAM MEMBERS: Denise Young
resource project Public Programs
University of California, Berkeley's Lawrence Hall of Science (LHS), in partnership with the Children's Hospital and Research Center Oakland (CHRCO), proposes to design, develop, implement, and evaluate a hospital-based educational program using pedagogically rich mobile learning experiences with age-appropriate K-12 health sciences content. LHS staff will combine educational technology, curriculum, and learning research expertise to create a new, inquiry based health science program delivered through tablet computers or PlayPads. The interactive media, digital stories, and gaming on PlayPads will feature everyday concepts and important foundations in health education based on the science content and learning frameworks from successful science curricula created at LHS. Hospital patients and their families, visitors, staff, and volunteers will encounter PlayPads with finished waiting room exhibit media stations designed and constructed by Exploratorium Exhibit Services, on teaching carts deployed by hospital educators, and through individual check-out units. PlayPads content will also be available outside of the hospital setting through the Internet for extended use on personal mobile devices and computers. The mission of the PlayPads program is to increase exposure of the hospital-going public to topics directly relevant to healthy lives and families through mobile technology. PlayPads will be an inviting experience for youth, framing interactions with driving questions and common misconceptions to inspire the curiosity of participants. Youth ages 8 to 16 will experience wide-ranging interactives including: games that show the hazards of smoking, simulations of blood flow through the heart, brain quizzes to hone memory function, or lively info-graphics about the nutritional shortcomings of junk food. Given the recent strides in the affordability of touch screen technology and the rapid adoption of mobile computing ecosystems, this is an unprecedented time to build a ubiquitous health educational program within a contextually relevant environment like a hospital. PlayPads will be a model for delivering health education content in a unique educational setting leveraging the great strides in consumer mobile technology. By working with a strong, local hospital partner that serves a highly diverse ethnic and socioeconomic population, LHS staff will ensure the portability of the program for future healthcare providers. With the extensive private and public networks of both LHS and CHRCO, PlayPads will potentially have a lasting impact on health education efforts in the San Francisco Bay Area and beyond.
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TEAM MEMBERS: Darrell Porcello