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resource evaluation Media and Technology
In March of 2016, the Exploratorium transmitted a live webcast of a total solar eclipse from Woleai, a remote island in the southwestern Pacific. The webcast reached over 1 million viewers. Evaluation reveals effective use of digital media to engage learners in solar science and related STEM content. Edu, Inc. conducted an external evaluation study that shows clear and consistent evidence of broad distribution of STEM content through multiple online channels, social media, pre-produced videos, and an app for mobile devices. IBM Watson did a deep analysis of tweets on eclipse topics that
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TEAM MEMBERS: Douglas Spencer Sasha Minsky Jediah Graham
resource project Media and Technology
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. This project will develop and test intergenerational science media resources for parents that are participating in adult education programs and their young children. The materials will build on the research-based and successful children's television program, Fetch with Ruff Ruffman. The target audience includes parents enrolled in adult education programs who lack a high school diploma or are in English as a Second Language classes. These resources will support parents' engagement in science activities with their children both in the adult education settings as well as at home. Adult and family educators will receive professional development resources and training to support their integration of the parent/child activities. Project partners include the National Center for Families Learning, Kentucky Educational Television, and Alabama Public Television,

The goals of the Ruff Family Science project are to: (1) investigate adult education settings that feature an intergenerational learning model, in order to learn about the unique characteristics of adults and families who are enrolled in these programs; (2) examine the institutional circumstances and educator practices that support joint parent/child engagement in science; (3) iteratively develop new prototype resources meet the priorities and needs of families and educators involved in intergenerational education settings; and (4) develop the knowledge needed to create a fuller set of materials in the future that will motivate and support diverse, low-income parents to investigate science with their children. The research strategy is comprised of three main components: Phase 1: Needs Assessment: Determine key motivations and behaviors common to adult education students who are also parents; surface obstacles and assets inherent in these parents' current practices; and examine the needs and available resources for supplementing parents' current engagement in family science learning. Phase 2: Prototype Development: Iteratively develop two prototype Activity Sets, along with related educator supports and training materials, designed to promote joint parent-child engagement with English and Spanish-speaking families around physical science concepts. Phase 3: Prototype Field Test: Test how the two refined prototype Activity Sets work in different educational settings (adult education, parent education, and parent and child together time). Explore factors that support or impede effective implementation. Sources of data for the study include observations of adult and parent education classes using an expert interview protocol, focus groups, adult and family educator interviews, and parent surveys.
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TEAM MEMBERS: Mary Haggerty Heather Lavigne Jessica Andrews
resource project Professional Development, Conferences, and Networks
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. The subject of physics and all of its sub-disciplines are becoming more prevalent in the public press as the research results appear to be quite interesting and important. While the physics discipline has made a Nation-wide effort to acquaint the public with physics knowledge through informal education learning experiences for years, it has not been as successful as the community desires. Thus, this project is aimed to gather all of the informal and outreach physics education efforts that have been attempted in the hope of finding the best practices for learning physics concepts and practices. A compendium will be published to inform future opportunities on how to educate the public through informal and outreach mechanisms. This project is a collaboration between Michigan State University and the University of Colorado. The physics community has a long history of engaging audiences in informal education activities. Physics institutions that facilitate informal programs include university departments, national laboratories and centers, and professional societies and organizations. There is, however, no systemic understanding of how these programs are facilitated, nor an assessment of the collective impact that these programs have on participants. This project will address numerous research questions in the broad areas of Activity Detail, Structural Aspects, and Assessment. Further, their efforts will determine the "who, what, why, where and how" of informal physics offerings, focusing on their facilitation, impact on participants, and the academic and discipline-specific cultures from which these programs originate. The study has several definite research outcomes that will emerge from this methodology: 1) They will produce a survey of the informal efforts of university physics departments, national physics labs and national physics organizations, 2) They will develop a taxonomy of informal physics programs from which we can characterize the landscape of programs, and 3) by investigating both "successful" as well as "failed" or terminated programs, they will develop an understanding of the culture and resources needed to support outreach from these research findings. In addition, they will produce published works that can be utilized by informal practitioners and administrators in physics to examine current programs and guide the development of new programs. With regards to the research questions and framework, the overarching and driving question for this research project is: "What is the landscape of informal physics learning, specifically, of those programs in the United States facilitated by physicists and physics students at academic institutions, national labs and by national physics organizations?" This study will provide a robust understanding of the state of informal physics programs and outreach by physicists in the United States today. Findings will inform practitioners and administrators as to how best to support and design informal physics programming. The results will also have broad implications for other discipline-specific informal STEM programming. The primary data collection methods will be a nationwide survey and interviews with a large sample of informal practitioners from the physics community. Site visits will be conducted with a subset of these programs in order to observe programs in action and to glean insights from university participants, community partners, public, and K-12 audiences.
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TEAM MEMBERS: Kathleen Hinko Noah Finkelstein
resource project Media and Technology
WNET, working with Education Development Center, will lead a small scale Innovations in Development effort to develop, research, and evaluate a new model to engage underserved families in STEM learning. The new endeavor, Cyberchase: Mobile Adventures in STEM, will build on the proven impact of the public media mathematics series Cyberchase and the growing potential of mobile technology and texting to reach underserved parents. WNET will produce two new Cyberchase episodes for 6-9 year olds, focused on using math to learn about the environment. Drawing on these videos and an existing Cyberchase game, the team will produce a bilingual family engagement campaign that will combine an in-person workshop followed by a 6-8 week "text to parent" campaign, in which parents receive weekly text messages suggesting family STEM activities related to the media content. The engagement model will be piloted in three cities with large low-income/Latino populations, along with one texting campaign offered without the workshop. This project will build knowledge about how to deploy well-designed public media assets and text messaging to promote fun, effective STEM learning interactions in low-income families. While past research on educational STEM media has tended to focus on children, especially preschool age, this project will focus primarily on text messaging for parents, and on learners age 6-9, and the wider scope of parent/child STEM interactions possible at that age.

The primary goal of the project will be to develop, test and refine a family engagement model that includes a face-to-face workshop, rich narrative Cyberchase content, and text-message prompts for parents to engage in short, playful STEM activities with children. The project team will explore which features of the mobile text-and-media program have most value for low-income and Latino families and prompt STEM learning interactions, including a comparison of workshop-based and text-only variants. The project will have three phases: needs assessment and preliminary design; an early-stage test in New York and development and testing of media; and three late-stage tests in contrasting locations, two including workshops and one "text-only," and analysis of findings. Ultimately, the project will share knowledge with the field about the opportunities and challenges of using mobile texting and public media to reach underserved families effectively. This knowledge will also inform a future proposal for production and outcomes research, which, based on the study results, may include a scaled-up version in ten locations and a ten-city Randomized Control Test. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Sandra Sheppard Bill Tally
resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of Making have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. WestEd, in collaboration with the Lucile Packard Children's Hospital, the University of Michigan C. S. Mott Hospital Children's Hospital, and the Children's Hospital of Orange County, is conducting a year-long exploratory research study that will focus on the out-of-school learning by adolescents and young adults in children's hospitals. This research study will focus on mobile and dedicated Makerspaces in hospitals to support patients' learning. The application of Makerspaces to hospital environments is a unique opportunity to research a critical need of chronically ill individuals, i.e. to explore how Making can enhance patients' agency, creative STEM learning, and physical well-being. The proposed study is building on the prior work of the principal investigator and will: (1) examine the nature and processes of learning in children's hospitals; (2) revise the current design of the mobile Makerspace and the associated implementation model in response to variations in programmatic contexts across multiple hospital settings and disparate patients' conditions; and (3) investigate and test the effectiveness of the Makerspace approach as it relates to both patients' learning and health outcomes. The study would contribute to longer-term efforts to develop a comprehensive, scalable, and sustainable strategy to determine the programmatic viability of the mobile Makerspace approach across a more varied array of hospital settings. This project has the potential to have a much broader impact by reaching out to other isolated students beyond the hospital environment, including those in residential treatment facilities for behavioral and emotional problems, as well as those attending programs designed to help youth who have been in trouble with the law get back on track. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This project's goals are to contribute to the understanding of how to: (1) describe and measure the education and health impact of mobile Makerspaces on chronically ill patients, and (2) design and sustain implementation models in various hospital settings. Since a children's hospital is a challenging context to support a patient's learning, it is not typically conducive to learning. Patients are constantly interrupted by the demands of the illness, by the strict protocols that need to be adhered to, and by the medical staff who manage their exhaustive treatment regimens. The mobile Makerspace is intended to adjust the environment in deliberate ways, allowing researchers to study and observe what kinds of learning intervention models enable youth and young adults to recapture a sense of their own agency and enable them to see themselves as creators, and makers of things that improve their own and others' lives. The project will have two strands: one on learning and one on adaptation of the model. In the learning strand, the study will investigate how engaging with the Makerspace can enhance patients' learning by provoking their sense of curiosity, encouraging them to set up and pursue personal goals via invention, and inspiring them to feel more agentive in taking charge of their learning process i.e., development of affinity for and fluency in the ways of knowing, doing and being (the epistemologies and ontologies) of engineers or scientists. In the adaptation strand, they will identify challenges and opportunities for implementing Makerspaces and develop an implementation plan that provides a process for introducing Makerspaces into hospital settings.
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TEAM MEMBERS: Gokul Krishnan Steven Schneider
resource project Media and Technology
Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.

Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Rita Karl Karen Peterson Rebecca Osborne Barbara Flagg
resource evaluation Aquarium and Zoo Programs
The evaluation study supports the project Distance Learning Education Programs at the Saint Louis Zoo. To better understand what teachers want and need, and the characteristics of the settings in which their students learn, the Zoo conducted an online survey of the teachers of students with special needs in May 2014. The purpose of this evaluation was to clarify and expand the survey findings to support the design, development, and implementation of the Zoo distance learning curriculum so that it works effectively across a variety of school settings for K12 students with special needs and
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TEAM MEMBERS: Carey Tisdal Saint Louis Zoo
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. The project will fill a major gap in knowledge regarding why children listen to science podcasts and what impact they have on their STEM learning. Brains On! is an existing podcast for children 6-12 years old that is produced by American Public Media. The podcasts are kid-driven. Kid listeners send in questions and suggest the show topics. Every episode is co-hosted by a different child, who interviews top scientists about their work, sees research done first hand and helps shape the overall arc of the episode. The project team collaborates with a wide variety of scientists to create programming that is both appealing to kids and has scientific merit. Although Brains On! has enjoyed more than 2.4 million downloads collectively of its 50-episode library little is known about why children are drawn to it, how they are using its content, and what the impacts might be for those who listen to the podcast. There has been no previous research to understand why children choose to listen, or what impact it has on their learning. This Pathways project would produce new episodes and collaborate with the Science Museum of Minnesota that would conduct research to fill this large gap in understanding aural learning through podcasts. The Brains On! project has the following goals to create strategic impact: 1) explore and begin to develop knowledge around what makes children's science podcasts, such as Brains On!, appealing and what role they can play in impacting children and their families' science curiosity, learning, and awareness of science careers, and 2) develop a theory of action for the Brains On! podcast that could also inform the development of similar kinds of children's science podcasts. A mixed-methods exploratory research study will be carried out to address these goals. The three overarching research questions are: Who is the audience for Brains On! and what are their motivations for listening to science podcasts? How are Brains On! listeners using the podcast and engaging with its content? What kinds of impacts does Brains On! have on its audiences? The research results, including the theory of action, from the Brains On! exploratory study will benefit the fields of informal science education and public media by beginning to fill a gap in the current knowledge-base around the potential for science children's podcasts to contribute to a wide range of informal science learning outcomes for children and families, as well provide insight into what features of children's science podcasts can lead to those outcomes. The study results may also encourage other public media and informal science education organizations to create their own science podcasts for children, increasing the reach and potential impact of this emerging STEM media resource.
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TEAM MEMBERS: Molly Bloom Sanden Totten Lauren Dee Marc Sanchez Amy Grack Nelson
resource project Public Programs
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
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TEAM MEMBERS: Heidi Ballard Lila Higgins Alison Young
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. This project will develop a national infrastructure of state and regional partnerships to scale up The Franklin Institute's proven model of Leap into Science, an outreach program that builds the capacity of children (ages 3-10) and families from underserved communities to participate in science where they live. Leap into Science combines children's science-themed books with hands-on science activities to promote life-long interest and knowledge of science, and does so through partnerships with informal educators at libraries, museums, and other out-of-school time providers. Already field-tested and implemented in 12 cities, Leap into Science will be expanded to 90 new rural and urban communities in 15 states, and it is estimated that this expansion will reach more than 500,000 children and adults as well as 2,700 informal educators over four years. The inclusion of marginalized rural communities will provide new opportunities to evaluate and adapt the program to the unique assets and needs of rural families and communities.

The project will include evaluation and learning research activities. Evaluation will focus on: 1) the formative issues that may arise and modifications that may enhance implementation; and 2) the overall effectiveness and impact of the Leap into Science program as it is scaled across more sites and partners. Learning research will be used to investigate questions organized around how family science interest emerges and develops among 36 participating families across six sites (3 rural, 3 urban). Qualitative methods, including data synthesis and cross-case analysis using constant comparison, will be used to develop multiple case studies that provide insights into the processes and outcomes of interest development as families engage with Leap into Science and a conceptual framework that guides future research. This project involves a partnership between The Franklin Institute (Philadelphia, PA), the National Girls Collaborative Project (Seattle, WA), Education Development Center (Waltham, MA), and the Institute for Learning Innovation (Corvallis, OR).
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TEAM MEMBERS: Darryl Williams Karen Peterson Lynn Dierking Tara Cox Julia Skolnik Scott Pattison
resource project Public Programs
Makerspaces and engineering design spaces have proliferated in science museums, schools, libraries, and community settings at a rapid pace. However, there is a risk that some of the same inequities that exist in the engineering field are being replicated in these settings. Research has provided evidence of persistent gaps between boys' and girls' levels of interest in engineering as it has been traditionally represented in informal learning environments, particularly in Making and engineering spaces. This Research-In-Service to Practice project intends to address this gap by employing a design-based research approach to examine if and to what extent narrative elements can interest and engage middle school girls in science, technology, engineering, and mathematics (STEM), and promote equitable, effective engineering design experiences and practices. This work is significant, as it will build upon current research and conceptual understanding of how to design narrative-rich engineering design activities for informal learning spaces, especially for girls, and within museum drop-in experiential learning contexts. It will also contribute to the evidence base regarding how girls approach and choose to persist in solving engineering design problems. The 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 New York Hall of Science (NYSCI) in collaboration with the Amazeum in Bentonville, Arkansas, the Tech Museum of Innovation in San Jose, California, the Creativity Labs at Indiana University and a team of advisors will conduct the 30-month, design-based research project in two phases. In the first phase, NYSCI will garner ongoing input from its partners to develop parallel versions of six pairs of engineering design activities, one with narrative elements and one without. These activities will be iteratively tested in NYSCI's Design Lab, a 10,000 square foot exhibition devoted to hands-on exploration of engineering design. Several research questions will be explored, focused primarily on building evidence-based design knowledge, establishing appeal and comprehensibility, and understanding facilitation. Observational and interview data will be garnered from 30 girls aged 7-14 and their family groups for each of the twelve activities developed, totaling 360 girls in the study sample. The results of the research on the paired activities will be iterative and provide insight on how narrative elements can most effectively invite girls into sustained engagement with the core engineering concepts and practices highlighted in each activity. In the second phase, formative and summative evaluation will be conducted to study the impact of the narrative and non-narrative versions of the engineering design activities on participating girls' engagement and persistence, by contrasting the quality of girls' engagement across the two types of activities while they are implemented across three museum sites. Project deliverables include journal articles reporting on project findings; documentation of activities that meet project goals; design guidelines for exhibit and curriculum developers who are interested in using narrative effectively to frame engineering design activities; and practical guidance for facilitators seeking to ensure that they are supporting girls effectively as they explore those activities.
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TEAM MEMBERS: Dorothy Bennett Katherine McMillan Susan Letourneau Peggy Monahan
resource evaluation Public Programs
“The Roads Taken” virtual conference was part of a three-phase research project designed to explore the very long-term impact of STEM youth programs (such as the iconic YouthALIVE program). In this first phase, a virtual conference was held to engage youth program practitioners in the development and testing of a Program Profile prototype, a structured document that helps institutions to characterize their own youth programs in useful ways. Following the webinars and the completion of the Program Profile by each organization, participants were asked to complete a brief survey (included as
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TEAM MEMBERS: Sue Allen