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resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource research Media and Technology
This report describes how the YOUmedia program at the Harold Washington Library Center in Chicago attempts to take advantage of networked and digital media to provide engaging learning opportunities for youth through the emerging Connected Learning Model. The report describes the design of the program, the youth audiences targeted, the benefits received by program participants, and the role of staff and adults in the program. It offers suggestions for other organizations who would like to start similar programs.
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TEAM MEMBERS: University of Chicago Penny Bender Sebring Eric Brown Kate Julian Stacey Ehrlich Susan Sporte Erin Bradley Lisa Meyer
resource evaluation Media and Technology
This report was completed by the Program Evaluation Research Group at Endicott College in October 2013. It describes the outcomes and impacts of a four-year, NSF-funded project called Go Botany: Integrated Tools to Advance Botanical Learning (grant number 0840186). Go Botany focuses on fostering increased interest in and knowledge of botany among youth and adults in New England. This was being done through the creation of an online flora for the region, along with the development of related tools, including PlantShare, and a user-friendly interface for ‘smartphones’. In January 2012, the PI
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TEAM MEMBERS: Judah Leblang New England Wild Flower Society
resource evaluation Public Programs
The Community STEM Outreach Project at the Saint Louis Science Center (SLSC) received funding from the United States Office of Naval Research (ONR) from October 2010 through September 2013. Klein Consulting, with support from Tisdal Consulting, conducted the evaluation of the three-year project. The original proposal from the SLSC to ONR laid the foundation for the Community STEM Outreach Project by describing the institution and its youth program, the Youth Exploring Science (YES) Program. Plans were underway to reach out to existing and new national partners to document and disseminate a
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TEAM MEMBERS: Saint Louis Science Center Christine (Kit) Klein Carey Tisdal
resource research Public Programs
In this report, the authors review research of afterschool programs and discuss the effects of these programs on participating youth as a means to advance science learning and attitudes toward science. The report analyzes the qualities of programs that yield the best results in terms of comprehension and sustained science learning.
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TEAM MEMBERS: Board on Science Education Sarah Schwartz
resource project Public Programs
Technical part.

This is a collaborative research project between Montana State University (MSU), Bozeman, USA and Gorno-Altaisk State University (GASU), Altai Republic, Russian Federation. In this NSF International Research Experiences for Students project MSU students will travel to the Altai Republic and work with faculty and students at Gorno-Altaisk University to conduct research related to native language use in learning ecological sciences in informal settings. Student researchers will conduct individual studies related to the project theme of science learning in ecological contexts. This project will help students learn how to conduct educational research related to the ecological learning experiences of indigenous youth (ages12-16) and the use and influence of native language in learning about environment. This research directly addresses the results of our prior NSF supported work that identified shared issues of indigenous people, natural resources and the decline of native language use among underserved populations in the Altai and Yellowstone systems. This project contributes significantly to our emerging understanding of science learning in informal settings. It addresses a unique conception of ecological learning in three dimensions; personal, community and cultural perspectives. Research and education objectives align with modern conceptualizations of informal science learning as proposed by the National Academies of Science (2009). The MSU-GASU collaboration provides a holistic view of science learning and will unite diverse intellectual resources and research efforts in unique ecological and social systems. Both the Yellowstone and Altai mountain systems are of global concern as part of worldwide natural and cultural resources impacted by pervasive development, recreation and tourism activities and climate change. The underlying theoretical foundation for learning proposed in this research project is the basis for effective approaches to enable isolated rural populations to contribute traditional knowledge and wisdom to contemporary issues related to world-wide ecological and cultural issues including global climate change. Aspects of sustainability practices that are embedded in the knowledge and social processes of both marginalized and dominant societies will be better understood and taken into consideration for future research and education activities. Research outcomes will contribute to more effective informal, place-based and experiential science learning to help empower communities and decision makers in meeting challenges of sustainability. Inevitably, we expect this work to extend our understanding of science learning related to critical natural and cultural resources and their management. An understanding of how, why and where learning takes place will help extend the US and international research and education agendas related to informal science learning, natural and cultural resource management and sustainability.

Non-technical part.

This is a collaborative research project between Montana State University (MSU), Bozeman, USA and Gorno-Altaisk State University (GASU), Altai Republic, Russian Federation. In this NSF International Research Experiences for Students project MSU students will travel to the Altai Republic and work with faculty and students at Gorno-Altaisk University to conduct research related to native language use in learning ecological sciences in informal settings. Student researchers will conduct individual studies related to the project theme of science learning in ecological contexts. This project we will help students learn how to conduct educational research related to the ecological learning experiences of indigenous youth (ages12-16) and the use and influence of native language in learning about environment. Three cohorts of five MSU students will travel to the Altai Republic for eight weeks in the summers of 2013, 2014 & 2015. MSU students will comprise a research team with GASU science, education and language faculty to conduct research in the city of Gorno-Altaisk, two medium size villages such as Onguday and two small villages such as Karakol. We expect to work with youth in each setting and interview a representative sample at each site. As a research team we expect to gain a better understanding of how indigenous youth use native Altai language in informal settings to learn about environment. We expect to compare sights within the study. As part of our larger research interests in ecological learning and native people, we will conduct a similar comparative study in the Yellowstone Ecosystem with Native American youth. The studies associated with this project will add to our understanding about the extent and nature of native language use to learn science in underserved populations in very sensitive and unique ecological and cultural settings.
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TEAM MEMBERS: Michael Brody Clifford Montagne Arthur Bangert Christine Stanton Shane Doyle
resource project Public Programs
Our goal is to demonstrate an educational model fully commensurate with the demands of the 21st Century workforce, and more specifically, with the emerging “green-tech” economy. We recognize a pressing need creating more sustainable solutions for the (human) built-environment and of stabilizing economic patterns that uphold sustainable systems. to prepare citizens for the challenges of The ASCEND model is designed to encourage these societal shifts, but at the same time, it is an attempt to put theory into practice - activating educational practices aligned with research on human development and cognition. For some time now strong recommendations for apprenticeship learning have emphasized the function of legitimate peripheral participation – the possibility of which becomes more prevalent in robust communities of practice. As compared to top-down approaches (typical of formal education settings) these "learning communities" are seen as being more closely aligned with our natural propensities for learning and cognition. ASCEND represents a design-experiment -an attempt to learn how we can create and sustain opportunities for apprenticeship learning in an interdisciplinary arena at the leading edge of technical innovation. In addition, the ASCEND model introduces and examines the efficacy of “digital storytelling” as an alternative to more traditional forms of apprenticeship learning and as a means to engage and advance this and future generations in STEM. A further goal is to develop innovative measures of assessment commensurate with this new model of apprenticeship learning. Finally ASCEND explore how informal learning organizations (museums, libraries, preserves etc.) can use digital storytelling to develop community-driven programs inclusive of at-risk youth and other hard to reach audiences.
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TEAM MEMBERS: Michael Isaacson Doris Ash Jeffrey Bury Irene Lusztig Tamara Ball
resource project Media and Technology
Brigham Young University and the University of Maryland, in partnership with the Smithsonian Institution, the Computer History Museum, and NASA, plus leading game designers, educators, scientists, and researchers, will conduct research on the design and development of two large-scale Alternate Reality Games (ARGs) based on deep-time science in astrobiology, astrophysics, and interplanetary space travel. The project will iteratively design and test two distinct types of ARGs (closed- and open-ended) to study the effects of these ARGs on STEM learning. The ARGs will be based upon the Next Generation Science Standards (NGSS), affording learners with intensive, self-driven, and scaffolded scientific learning and will be aimed at attracting girls and other groups historically underrepresented in science and technology. Each ARG will be designed by NASA scientists, educators and education researchers, and game-based learning experts and will be highly interactive: engaging learners in collaborative investigations in real and virtual worlds to collect scientific data, conduct data analysis, and contribute scientific evidence that will help solve scientific questions within a science-based narrative derived from real world problems that will develop learners' computational thinking skills in a collaborative, participatory virtual learning environment. Combining data from web and social media analytics, player interviews, surveys, and user-generated content, researchers, and evaluation experts at UXR who will provide an outcomes-based evaluation, including front-end, formative, remedial, and summative evaluations, will establish the properties of ARGs that most effectively advance informal STEM learning outcomes. By comparing open-ended and closed-ended ARGs, the PIs will be able to assess the relative strengths and weaknesses of two distinct approaches to Alternate Reality Game design. The project team will test the hypothesis that open-ended, user-generated content will support inquiry-based learning, peer-to-peer learning, and life-wide and life-deep learning, while close-ended, narrative-rich ARGs will support specific transfer of STEM knowledge, collaboration, and problem solving. To help ensure that the games appeal to their target audiences, the project team will adopt co-design methods, enlisting the creative input of participating teens at each stage of the design process. Supplementary materials and lesson plans developed in close consultation with teachers, librarians, teens, and external stakeholders will enable the ARGs to be widely and effectively used as a model in museums, classrooms, libraries, and after-school programs. The proposed ARGs represent a unique environment to test learning principles that enable players to bridge their learning through transmedia across multiple contexts and test the effects of collaboration with massive numbers of concurrent players. As a result, the project should yield insights on how learning principles can be adopted and re-appropriated for emerging learning environments, including those that that might be crowd-sourced. The research is well grounded in the literature and the PIs do an excellent job of mapping ARG design principles to the pertinent learning science research, providing a clear sense of the particular affordances of the genre that should lead to new understandings. The approach has profound implications for the way we might teach the next generation of students. The ability to mix problem solving and learning in virtual spaces with experiences and data derived from the physical world could dramatically change how we understand the role of technology in education.
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TEAM MEMBERS: Derek Hansen Steven Shumway June Ahn Elizabeth Bonsignore Kari Kraus
resource project Public Programs
This Pathways project from the Ocean Discovery Institute (ODI) seeks to develop and pilot a program model designed to fill an identified gap in citizen science research and practice literature: how to effectively engage and better understand how to foster participation among people from under-represented groups in citizen science research. The ODI model is designed around six principles: (1) leaders who are reflective of the community, (2) science that is locally relevant, (3) guided, as opposed to self-guided, experiences, (4) direct interactions with scientists, (5) progressively increasing responsibilities for participants who express interest, and (6) removing barriers to participation, such as transportation, language, family involvement and access to technology. The project addresses environmentally degraded, crime-ridden local canyons, a locally relevant STEM-related issue, and leverages the Southern California Coastal Water Research Project's (SCCWRP) regional citizen science effort focused on identifying the sources and pathways of trash through regional watersheds. The scientific research components of the project focus on four canyons in the area, employing sampling methods developed by SCCWRP. Youth who are part of other ODI programs and who have demonstrated leadership and interest in science, work with the project team to scaffold family and youth participation in project activities taking place during afterschool and weekend time. Based on continued participation in the project, community participants can become more involved in the project, starting as "new scientists" and moving through "returning scientists" to "expert scientists" roles. The project evaluation seeks to identify the role and importance of the components of the proposed model with respect to participation, retention, and learning by participants from groups under-represented in STEM. The dissemination products of this Pathways project include a white paper describing the model and lessons learned as well as presentations to community groups and education and citizen science practitioners. Based on insights from the iterative approach to the model during this Pathways study, a subsequent full-scale development project would seek to engage citizen science projects around the nation in adapting the model to increase participation of individuals from groups underrepresented in STEM, including building out ODI's citizen science programming.
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TEAM MEMBERS: Lindsay Goodwin Roxanne Ruzic Theresa Sinicrope Talley
resource project Public Programs
The University of Texas at El Paso will conduct a research project that implements and documents the impact of co-generative dialogues on youth learning and youth-scientist interactions as part of a STEM research program (i.e., Work with A Scientist Program). Co-generative dialogues seek to specifically assist with communication and understanding among collaborators. Over four years, 108 11th grade youth from a predominantly (90%) Hispanic high school will conduct STEM research with twelve scientists/engineers (e.g., chemist, civil engineer, geologist, biologist) and undergraduate/graduate students as part of 7 month-long after school program, including bi-weekly Saturday activities for 5 months followed by an intensive month-long, self-directed research project in the summer. Youth will be randomly assigned to experimental groups that include the co-generative dialogue treatment and control groups without the intervention. The scientists and their STEM undergraduate/graduate students will participate in both experimental and control groups, with different youth. Youth will receive high school credit to encourage participation and retention. The PI team hypothesizes that co-generative dialogues will result in improved learning, communication, and research experiences for both youth and scientists. Educational researchers will conduct co-generative dialogues, observations, interviews, and surveys using validated instruments to address the following research goals: (1) To investigate the impact of the treatment (co-generative dialogues) on youth knowledge, attitudes, perceptions of their experience, and their relationships with the scientists; (2) To investigate the impact of the treatment on scientists and graduate students; and (3) To identify critical components of the treatment that affect youth-scientist interactions. It is anticipated that, in addition to providing in-depth STEM research experiences for 108 youth from underrepresented groups at a critical time in their lives, the project will result in widely applicable understandings of how pedagogical approaches affect both youth learning and scientist experiences. The project also seeks to bridge learning environments: informal, formal, university and digital.
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TEAM MEMBERS: Pei-Ling Hsu Elena Izquierdo
resource project Public Programs
This full-scale development project will address the need for creative models to support STEM learning in underserved rural communities that lack traditional infrastructure such as science centers. The project will create and study an innovative model of capacity-building: viz., small networks of community-embedded “STEM Guides” will be trained to identify a range of existing STEM resources available in their local regions, and to connect STEM-interested youth with them in creative and personal ways. Anticipated learning outcomes for youth and families include greater awareness of and interest in STEM experiences and pathways. At the regional level, the project will build capacity through increasing the STEM Guides’ knowledge of local STEM opportunities, and by enhancing connections among STEM-related resources, programs, and industries. The project will implement and study STEM Guide networks in a staggered series of five low-income, rural regions, providing startup resources and professional development. The project will increase the frequency and depth of out-of-school STEM experiences for approximately 3,000 youth aged 10-18 at a relatively low cost, creating a national model for STEM capacity-building in rural settings. It is led by the Maine Mathematics and Science Alliance, with 4-H, Cornerstones of Science (library-based STEM) and Maine’s university system as collaborators. EDC is the primary external evaluator.
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TEAM MEMBERS: Jan Mokros Sue Allen
resource project Media and Technology
This full-scale project addresses the need for more youth, especially girls, to pursue an interest in engineering and eventually fill a critical workforce need. The project leverages museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities. The project includes the following bilingual deliverables: (1) Creative Solutions programming will engage girls in group oriented engineering activities at partner community-based organizations, where the activities highlight altruistic, personally relevant, and social aspects of engineering. Existing community groups will use the activities in their regular meeting structure. Visits to the museum exhibits, titled Design Your World will reinforce messages; (2) Design Your World Exhibits will serve as a community hub at two ISE institutions (Oregon Museum of Science and Industry and the Hatfield Marine Science Center). They will leverage existing NSF-funded Engineer It! (DRL-9803989) exhibits redesigned to attract, engage, and mobilize a more diverse population by showcasing altruistic, personally relevant, and social aspects of engineering; (3) Digital engagement through targeted use of social media will complement program and exhibit content and be an online portal for groups engaged in the project; (4) A community action group (CAG) will provide professional development opportunities to stakeholders interested in girls' STEM identity (e.g. parents, STEM-based business professionals) to promote effective engineering messaging throughout the community and engage them in supporting project participants; and (5) Longitudinal research will explore how girls construct and negotiate engineering-related identities through discourse across the project activities and over time.
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