This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.
The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:
Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.
With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.
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.
Across the United States, individuals, organizations, and communities are wrestling with a wide array of challenging and persistent science, technology, engineering, and mathematics (STEM)-related problems. A few examples include ensuring more equitable access to STEM careers; building capacity for rural libraries to support STEM learning; and supporting greater cyber literacy among youth. The good news is that thousands of individuals, organizations, and communities are coming up with great ideas for how to confront these problems; many of them supported by the NSF. Unfortunately, most will encounter significant roadblocks to success along the way, but not because of bad ideas. Most change agents falter along the lengthy and often convoluted pathway between idea and successful execution because they bump up against barriers they do not expect or know how to overcome. This Pilot and Feasibility Study will create Learning Solutions, a multi-platform program designed to support those people and entities engaged in work that cultivates the public's understanding of, engagement with, and interest in STEM fields and STEM-related information. First, the project will systematically identify the real, but often unspoken issues that individuals, organizations, and communities run into as they work to bring about significant and impactful STEM-related change. Then, the project will assemble, curate, and make digitally available a collection of tools, resources and strategies designed to help someone understand and resolve these kinds of issues if and when they arise. By better understanding the experiences of change agents, the challenges they face, and the creative learning solutions they enact, this project will ensure that more change agents successfully access the learning know-how they need, when they need it, in curated, easy-to-digest formats. This award is funded by the Advanced Informal STEM Learning program which contributes to STEM engagement and literacy, workforce development, and educational success via supporting new approaches to and evidence-based understanding of STEM learning in informal environments. Learning Solutions will build capacity and will help more professionals successfully bring more good ideas to fruition.
The target audience for this Pilot & Feasibility phase of Learning Solutions will be STEM professionals working at the intersection of STEM and society across diverse sectors. It will focus on change agents -- individuals who want to be or who already are engaged in community-based, action-oriented STEM-related change projects, whether acting on their own, within an organization, or as part of a broader community of organizations. To achieve the goal of making STEM-related change easier to accomplish, Learning Solutions will implement a multi-step process. With input from five Critical Advisors, 20 Key Informants, and ultimately hundreds of change agents, project staff will: 1) Utilize an iterative process of in-depth interviews and broadly disseminated surveys to identify the major understandings, skills and processes that current and past STEM-related change agents have experienced as impediments to their success; 2) Determine how best to describe and categorize these issues across diverse problem spaces; 3) Select twelve issues, based on which are the most frequently mentioned and/or perceived to be the most critical or challenging, and research and curate the best and most authoritative resources responsive to these dozen issues; and finally, 4) Use a variety of platforms (e.g., social media, traditional media, digital and in print publications, podcasts, panels, and group presentations) and utilization metrics to ensure effective digital delivery of potential solutions to the selected issues. By the project's end, we will have identified some of the key challenges the STEM-related change agents who work in communities across America regularly encounter, as well as the feasibility of developing a mechanism for helping those change agents discover preexisting and readily accessible resources to assist them in resolving those challenges.
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:
John H FalkElysa CorinStacey Sheehan
This article provides an overview of the Center for Advancement of Informal Science Education (CAISE), which hosts resources for designers, evaluators, and researchers of informal STEM learning experiences and settings.
Underrepresented minorities (URMs) are less than 10% of engineering faculty, despite comprising nearly a third of the nation's population. A common explanation for their disproportionate representation, at the engineering faculty level, is related to a lack of access to effective mentorship from other faculty. This NSF INCLUDES Design and Development Launch Pilot project will expand a new mentoring and advocacy-networking paradigm to bring together two stakeholder groups: (1) underrepresented minorities (URMs) who are engineering faculty and (2) well-regarded (primarily non-URM) emeriti/retired engineering faculty. A previously-funded NSF project found that this mentor-mentee pairing was viewed favorable by both parties and beneficial, particularly by the URM engineering faculty. Because of these results, the investigators proposed to scale, test, and evaluate the approach on a broader scale by creating national infrastructural network partners to help increase capacity to serve a greater number of URM engineering faculty and to introduce tele-mentoring and training models to serve URM faculty who work in remote geographical locations with very little access to mentors.
The project will use a multi-phased phenomenological, mixed method research design to gain greater understanding of the ways in which the URM faculty and emeriti faculty experience the opportunities afforded by the project. Further, the investigators plan to collect data to examine how project participants perceive and experience conventional, direct communications (e.g., telephone calls, e-mail, and in-person meetings)through the mentoring process versus the use of Embodied Conversational Agents (ECAs), anthropomorphic interface agents that engage a user in real-time dialogue by using verbal-nonverbal channels to emulate the in-person experience. This project has the potential to broaden participation in the engineering professoriate and opens up new possibilities for supporting URM engineering faculty.
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TEAM MEMBERS:
Comas HaynesValerie ConleySylvia MendezKinnis GoshaRosario Gerhardt
Over the seven years prior to this award, the principal investigator from George Mason University and a national team of scientists, professional societies, science communication researchers, and broadcast meteorologists have been engaged in an effort to include in TV and other weather broadcasts information about current research on the interactions of climate and weather. A Climate Matters network has been established that involves 350 weathercasters at 218 stations, in 119 media markets, nationwide. A particular focus of the initiative has been to help the public become more familiar with the science behind how their local weather and its trends are related to the dynamics of the climate. Many communities nationwide are engaged in deliberations about how to understand, plan for, and adapt to the potential impacts of changes in their weather on important factors pertaining to their economy and well-being, such as natural resources, natural disasters, agriculture, industry, and health. The goal of this continuing project is to expand the quantity and nature of the coverage of such information into the news segments of local news media. By stimulating local reporting on climate impacts and their relationships to personal and community-wide decision-making, this project will potentially help millions of Americans better understand and respond to critical factors that are affecting their lives. 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.
The project involves five inter-related, complementary activities: (1) Knowledge building through formative research and process evaluation, specifically in-depth interviews and random sample surveys of journalists in each of the participating journalism professional societies; (2) Recruiting 400 news directors, producers, reporters and additional weathercasters into the Climate Matters network; (3) Providing climate reporting training and professional development to members of the network; (4) Producing and distributing Climate Matters reporting packages to all members of the network on a near-weekly basis; and (5) Evaluating the impacts of the climate reporting on public understanding of science.
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TEAM MEMBERS:
Edward MaibachSusan HassolBernadette PlackyRichard CraigTeresa Myers
Video has become a key tool for scientific communication because it increases the outreach and impact of projects, furthers scientific research within and across fields of study, and offers an accessible medium to engage the public in the understanding of science. This project supports the expansion of an interactive, online STEM Videohall where hundreds of NSF-funded researchers share their work through brief video narratives and interactive discussion. While the Videohall is accessible year-round, periodic annual Showcase events are used to drive visitors to the site where they can engage with one another, the project investigators and trained facilitators. The Videohall is a multiplier of NSF's investments in individual projects because it allows STEM education researchers to become aware of, and learn from, related work that is funded across NSF programs and directorates, and other federal agencies. In 3-minute video narratives, investigators share ideas, resources, data, evidence of impact, strategies and challenges. The Videohall platform supports open access and is designed to foster communication in ways that scale beyond traditional formats such as academic conferences. Moreover, because the online STEM Videohall is open to the public, it allows STEM investigators to share their work with multiple stakeholder communities including K-12 educators and school leaders, informal educators and community organizations, the STEM industry, education policy makers and families. Finally, because each video narrative is accompanied by a facilitated online discussion thread, investigators have a unique and valuable mechanism for receiving feedback from these various stakeholder communities. The STEM Videohall project is funded by the Discovery Research K-12 program (DRK-12), which seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools. Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects.
This project brings together seven NSF-funded resource centers who work with their respective communities to encourage Principal Investigators to share video narratives of their work through annual NSF STEM Showcase events. Each annual Showcase event presents videos created by 150-230 projects; many of the projects are affiliated with one of the seven resource centers, but others are from projects across NSF directorates and beyond. During a one-week period, Principal Investigators, their project staff, as well as the public at large, are invited to engage in interactive discourse, providing queries, comments, and feedback. Participants also vote for favorite presentations through "Presenters' Choice," "Public Choice," and "Facilitators' Choice," processes. This participant voting system serves to increase engagement and enhances outreach of the event through social media. After the one-week Showcase event concludes, all of the videos along with the related discourse remain available to the public online, who continue to access the Showcase throughout the year. Based on prior pilot work, it is estimated that over the course of a year, over 30,000 visitors, from over 150 countries, will engage with each annual Showcase. Videos from annual showcase events will be shared, reused, and repurposed to create new products with new constituencies. The project includes technical development efforts to iteratively improve its interactive platform, outreach efforts before each annual Showcase event, facilitation of the week-long event, and intensive dissemination efforts. A research component examines the extent of participation on various constituencies, the benefit of participation to projects, and the success of the events in terms of dissemination nationally and internationally.
InformalScience.org is an online collection of resources designed to serve a broad community of professionals whose work relates to informal education in science, technology, engineering, and math (STEM). Funded by the National Science Foundation and managed by the Center for Advancement of Informal Science Education (CAISE), InformalScience hosts a variety of usercontributed resources, including a wiki of evidence-based information on the impacts of informal STEM and a database of over 7,000 reports, articles, project descriptions, and other items uploaded by CAISE and website members.
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This infographic presents a visual summary of a user study of the InformalScience.org website, which was conducted in 2016. The study used online surveys, task-based interviews, and web analytics to explore the following questions: (1) Who are the site's users and what content do they value? (2) Does the site clearly convey its purpose to visitors? and (3) Are users able to navigate the site and use search tools effectively?
As a result of the large number of media used and a variety of objectives pursued by the various Public Communication of Science (PCS) activities, their evaluation turns into a daunting task. Therefore, a general taxonomy for all the approaches used by PCS could be helpful in order to differentiate their effects and to measure their results. A general format is proposed for a fast and easy evaluation of PCS efforts and to share a common language with all science communicators, who need to easily compare the results of this growing activity.
The Interactive Video Science Consortium is a non-profit group of fifteen science centers and museums that developed interactive video exhibits about Earth and Planetary sciences with two purposes in mind. One, the videodisc-based kiosk exhibits served as educational vehicles for four million visitors, representing the combined audiences of the fifteen participating museums. Two, through extensive testing and visitor research during the development process, the consortium members enlarged understanding of the appropriate and effective uses of the interactive video medium in science museums