Informal STEM learning experiences (ISLEs), such as participating in science, computing, and engineering clubs and camps, have been associated with the development of youth’s science, technology, engineering, and mathematics interests and career aspirations. However, research on ISLEs predominantly focuses on institutional settings such as museums and science centers, which are often discursively inaccessible to youth who identify with minoritized demographic groups. Using latent class analysis, we identify five general profiles (i.e., classes) of childhood participation in ISLEs from data
DATE:
TEAM MEMBERS:
Remy DouHeidi CianZahra HazariPhilip SadlerGerhard Sonnert
In partnership with the Digital NEST, students engage in near to peer learning with a technical tool for the benefit of a nonprofit that tackles issues the youth are passionate about. Youth build first from an 'internal’ Impactathon, to planning and developing an additional Impactathon for a local partner and then traveling to another partner elsewhere in the state. Participants range from 14 to 24 from UC Santa Cruz students to middle schoolers from Watsonville and Salinas.
This poster was presented at the 2019 AISL Principal Investigators Meeting.
This pilot study will examine the effectiveness of an innovative applied social change, community and technology based program on marginalized youths' access, interest, efficacy and motivation to learn and engage in digital technology applications. Using stratified near-peer and peer-to-peer mentoring approaches, the pilot builds on extant literature that indicates that peer-supported hands-on mentoring and experiences can alleviate some barriers to youth engagement in digital technologies, particularly among underrepresented groups. In this project, undergraduate students will mentor and work collaboratively with high school youth primarily of Hispanic descent and community-based organizations to develop creative technology-based solutions to address social issues and challenges within their local communities, culminating in events called Impactathons. These community-hosted local and state-wide events set this pilot project apart from similar work in the field. The Impactathons not only provide a space for intellectual discourse and problem-solving among the undergraduate-youth-community partners but the Impactathons will also codify expertise from scientists, social scientists, technologists, community leaders, and other stakeholders to develop technology-based solutions with real world application. If successful, a distal outcome will be increased youth interest in digital technologies and related fields. In the short term, favorable findings will provide preliminary evidence of success and lay the foundation for a more extensive study in the future.
This pilot project is a collaboration between the Everett Program, a student-led program for Technology and Social Change at the University of California Santa Cruz - a Hispanic Serving Institution - and the Digital NEST, a non-profit, high-tech youth career development and collaboration space for young people ages 14-24. Through this partnership and other recruitment efforts, an estimated 70-90 individuals will participate in the Impactathon pilot program over two years. Nearly two-thirds of the participants are expected to be undergraduate students. They will receive extensive training in near-peer and peer-to-peer mentoring and serve as mentors for and co-innovation developers with the high school youth participants. The undergraduates and youth will partner with local community organizations to identify a local social challenge that can be addressed through a technology-based solution. The emergent challenges will vary and could span the spectrum of STEM and applied social science topics of interest. Working in informal contexts (i.e., afterschool. weekend), the undergraduate-youth-community partner teams will work collaboratively to develop practical technology-based solutions to real world challenges. The teams will convene three times per year, locally and statewide, at student and community led Impactathons to share their work and glean insights from other teams to refine their innovations. In parallel, the research team will examine the effectiveness of the Impactathon model in increasing the undergraduate and youths' interest, motivation, excitement, engagement and learning of digital technologies. In addition to the research, the formative and summative evaluations should provide valuable insights on the effectiveness of the model and its potential for expansion and replication.
The project is co-funded by the Advancing Informal STEM Learning (AISL) Program and STEM +C. The AISL program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. STEM + C focuses on research and development of interdisciplinary and transdisciplinary approaches to the integration of computing within STEM teaching and learning for preK-12 students in both formal and informal settings.
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.
This project, an NSF INCLUDES Design and Development Launch Pilot, managed by the University of Nevada, Reno, addresses the grand challenge of increasing underrepresentation regionally in the advanced manufacturing sector. Using the state's Learn and Earn Program Advanced Career Pathway (LEAP) as the foundation, science, technology, engineering and mathematics (STEM) activities will support and prepare Hispanic students for the region's workforce in advanced manufacturing which includes partnerships with Truckee Meadows Community College (TMCC), the state's Governor's Office of Economic Development, Charles River Laboratories, Nevada Established Program to Stimulate Competitive Research (Nevada EPSCoR) and the K-12 community.
The expected outcomes from the project will inform the feasibility, expandability and transferability of the LEAP framework in diversifying the state's workforce locally and the STEM workforce nationally. Formative and summative evaluation will be conducted with a well-matched comparison group. Dissemination of project results will be disseminated through the Association for Public Land-Grant Universities (APLU), STEM conferences and scholarly journals.
DATE:
-
TEAM MEMBERS:
David ShintaniJulie EllsworthKarsten HeiseRobert StachlewitzRegina Tempel
The University of Texas at Austin's Texas Advanced Computing Center, Chaminade University of Honolulu (CUH), and the Georgia Institute of Technology will lead this NSF INCLUDES Design and Development Launch Pilot (DDLP) to establish a model for data science preparation of Native Hawaiian and Pacific Islander (NHPI) students at the high school and undergraduate levels. The project is premised on the promise of NHPI communities gaining access to, and the ability to work with, large data sets to tackle emerging problems in the Pacific. Such agency over "big data" sets that are relevant to Pacific issues, and contemporary skills in data science, analytics and visualization have the potential to be transformative for community improvement efforts. The effort has the potential to advance knowledge, instructional pedagogy and practices to improve NHPI high school and undergraduate students performance in and attraction to STEM education and careers.
The project team will work to: 1) Increase interest and proficiency in data science and visualization among NHPI high school and undergraduate students through a summer immersion experience that bridges computation and culture; 2) Build data science capacity at an NHPI serving undergraduate institution (CUH) through creation of a certificate program; and 3) Develop and expand partnerships with other organizations with related goals working with NHPI populations. The month-long summer training for 20 NHPI college students, and five NHPI high school students, takes place at CUH and focuses on data science, visualization, and virtual reality, including working on problem sets that require data science approaches and incorporate geographically, socially- and culturally-relevant research themes.
The Science Museum of Minnesota (SMM) leverages a professional educator team (“instructors”) comprised of about two dozen individuals who facilitate both formal and informal educational programming in the museum, in K–12 classrooms, and at community-based sites. The experienced instructors of SMM’s Lifelong Learning Group bring innovative programs to both students and their teachers. Recognizing that long-term experiences can have a profound impact on students and teachers, SMM works to develop multiyear relationships based on collaboration. This article focuses primarily on SMM’s well
The “Fourth Industrial Revolution” is transforming the world of work. Just as it happened with the technologies of the steam, electricity and computer revolutions, digital technologies are now becoming pervasive and reshaping all parts of the global economy. The computing industry’s rate of job creation in the U.S. is now three times the U.S. national average. This rapid expansion of the computing workforce means that computing skills – with coding at the core – are the most sought-after skills in the American job market.
Yet amid this boom, research by Accenture and Girls Who Code shows
Lack of diversity in science and engineering education has contributed to significant inequality in a workforce that is responsible for addressing today's grand challenges. Broadening participation in these fields will promote the progress of science and advance national health, prosperity and welfare, as well as secure the national defense; however, students from underrepresented groups, including women, report different experiences than the majority of students, even within the same fields. These distinctions are not caused by the students' ability, but rather by insufficient aspiration, confidence, mentorship, instructional methods, and connection and relevance to their cultural identity. The long-term vision of this project is to amplify the impact of a successful broadening participation model at the University of Maine, the Stormwater Research Management Team (SMART). This program trains students and mentors in using science and engineering skills and technology to research water quality in their local watershed. Students engage in numerous science and technology fields: engineering design, data acquisition, analysis and visualization, chemistry, environmental science, biology, and information technology. Students also connect with a diversity of professionals in water and engineering in government, private firms and non-profits. SMART has augmented the traditional science and engineering classroom by engaging students in guided mentored apprenticeships that address community problems.
Technical
This pilot project will form a collaborative and define a strategic plan for scale-up to a national alliance to increase the long-term success rate of underrepresented minority students in science, engineering, and related fields. The collaborative of multiple and varied organizations will align to collectively contribute time and resources to a pre-college educational pathway. There are countless isolated programs that offer short-term interventions for underrepresented and minority students; however, there is lack of organizational coordination for aligning current program offerings, sharing best practices, research results or program outcomes along the education to workforce pathway. The collaborative activities will focus on the transition grades (e.g., 4-5, 8, and high school) and emphasize relationships among skills, confidence, culture and future careers. Collaborative partners will establish a centralized infrastructure in each location to coordinate recruiting of invested community leaders, educators, and parents, around a common agenda by designing, deploying and continually assessing a stormwater-themed project that addresses their location and demographic specific needs. This collaborative community will consist of higher education faculty and students, K-12 students, their caregivers, mentors, educators, stormwater districts, state and national environmental protection agencies, departments of education, and other for-profit and non-profit organizations. The collaborative will address the need for research on mechanisms for change, collaboration, and negotiation regarding the greater participation of under-represented groups in the science and technology workforce.
DATE:
-
TEAM MEMBERS:
Mohamed MusaviVenkat BhethanabotlaCary JamesVemitra WhiteLola Brown
The Colleges of Science & Engineering and Graduate Education, and the Metro Academies College Success Program (Metro) at San Francisco State University in partnership with San Francisco Unified School District and the San Francisco Chamber of Commerce develop an integrated approach for computing education that overcomes obstacles hampering broader participation in the U.S. science, technology, engineering and mathematics (STEM) workforce. The partnership fosters a more diverse and computing-proficient STEM workforce by establishing an inclusive education approach in computer science (CS), information technology, and computer engineering that keeps students at all levels engaged and successful in computing and graduates them STEM career-ready.
Utilizing the collective impact framework maximizes the efficacy of existing regional organizations to broaden participation of groups under-educated in computing. The collective impact model establishes a rich context for organizational engagement in inclusive teaching and learning of CS. The combination of the collective impact model of social agency and direct engagements with communities yields unique insights into the views and experiences of the target population of students and serves as a platform for national scalable networks.
DATE:
-
TEAM MEMBERS:
Keith BowmanIlmi YoonLarry HorvathEric HsuJames Ryan
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.
Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.
Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.
This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on student engagement, meaning making and critique of the program, in their own words. The study's data source was a mid-program student feedback survey implemented in Pilot Year 2 (2008/2009) of the 5 year design-based research initiative, in which the
This is a proposal for a 3 year, $1,297,456 project to be conducted as collaboration among 5 higher education institutions and one school system across the country, with St. Joseph's University in Philadelphia, PA serving as the lead institution (other collaborators are from Colorado School of Mines, Ithaca College, Santa Clara University, Duke University, and Virginia Beach School System). The primary goal is to attract and retain students in computer science, especially women and underrepresented minorities (including two EPSCoR states). To this end, the project will use Alice, a software program that utilizes 3-D visualization methods, as a medium to create a high-level of interest in computer graphics, animation, and storytelling among high school students, hence to build understanding of object-based programming. Such an IT focus on media and animation is aligned with national computer science standards. The project will build a network of college and high school faculty, who will offer workshops and provide continuing support during the academic year. In each site, pairs of teachers from each participating school (total = 90) will learn with university faculty via a 3-week summer program in which an introduction to using Alice for teaching will be followed by teacher development of materials for students that will then be used to teach high school students. An experimental start at one site will be followed by implementation at four additional sites and culminated with revised implementation at the sixth site (1-4-1 design).