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resource research Public Programs
The Explore Science: Let’s Do Chemistry project is a design-based research study creating both chemistry hands-on activities and a theoretical framework about strategies that promote increases in public interest, understandings of relevance, and feelings of self-efficacy about chemistry. This poster, which was presented at the 2019 NSF AISL Principal Investigators Meeting, shared the design-based research process for the ChemAttitudes project and asked how we can promote use of project findings and products beyond the life of the grant.
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TEAM MEMBERS: Elizabeth Kollmann
resource research Public Programs
BioEYES, a nonprofit outreach program using zebrafish to excite and educate K–12 students about science and how to think and act like scientists, has been integrated into hundreds of under-resourced schools since 2002. During the week-long experiments, students raise zebrafish embryos to learn principles of development and genetics. We have analyzed 19,463 participating students’ pre- and post-tests within the program to examine their learning growth and attitude changes towards science. We found that at all grade levels, BioEYES effectively increased students’ content knowledge and produced
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TEAM MEMBERS: Valerie Butler Jamie Shuda Robert Vary Steven Farber
resource research Public Programs
This article shares the results and reflections on the research process conducted by the Maloka Interactive Museum (https://www.maloka.org/) regarding the implementation of the policy that extends the school day in public schools in Bogotá. Based on ethnographic observations, focus groups and interviews with the participants, the text concludes that the communication and education process about science and technology can be understood as a social practice of knowledge exchange among heterogeneous participants whose intention is to promote transformations within their specific settings. This
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TEAM MEMBERS: Gonzalo Peñaloza Lina Quijano Sigrid Falla Sara Marquez
resource research Public Programs
While there is extensive evidence that STEM careers can be important pathways for augmenting social mobility and for increasing individual prestige, many youth perceive a STEM trajectory as an unattractive option. In the US, women and members of historically marginalized racial and ethnic groups, continue to be underrepresented across STEM disciplines. One vehicle for generating and sustaining interest in STEM is providing youth long-term access to informal science education (ISE) institutions. Here, we incorporate triangulation methods, collecting and synthesizing both qualitative and
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TEAM MEMBERS: Bobby Habig Preeti Gupta Brian Levine Jennifer Adams
resource research Public Programs
How do we support continued engagement in creative production, even after youth leave our events and programs? As youth development educators and learning scientists interested in supporting long-term, interest driven learning around digital media, we took a crack at this problem, and we hope the lessons we share in this design case study might advance the ways that informal education organizations could think about promoting learning pathways that span contexts. The report we share here documents a series of design experiments that Mouse and Hive Research Lab collaborated on within the
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TEAM MEMBERS: Rafi Santo Dixie Ching Kylie Peppler Christopher Hoadley Alex Flemming Maggie Muldoon
resource research Public Programs
In this research study, we explore the ways that youth engage in “interest signaling”, actions youth undertake that communicate their needs in ways that motivate adults and peers to mobilize resources to support them. We highlight how interest signaling is a key factor driving the process of brokering – signals are critical mechanisms for adults to understand what youth interests and expertise are, and, thus, be able to act as effective learning brokers. Through observing after-school digital media-making programs, and interviews we conducted with focal youth, program staff, and other support
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resource research Public Programs
This article makes a case for the importance of brokering future learning opportunities to youth as a programmatic goal for informal learning organizations. Such brokering entails engaging in practices that connect youth to events, programs, internships, individuals and institutions related to their interests to support them beyond the window of a specific program or event. Brokering is especially critical for youth who are new to an area of interest: it helps them develop both a baseline understanding of the information landscape and a social network that will respond to their needs as they
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resource project Public Programs
This exploratory learning research and design project will study how to use emerging technologies to help document practices in maker-based learning experiences. Despite its established potential for consolidating learning and sense-making, project documentation is often overlooked, not prioritized or seen as burdensome and therefore not integrated into the learning experiences. The project team seeks to understand and address with practice partners the barriers to documentation by systematically exploring how to physically embed and incorporate smart tools and documentation practices into learning environments, specifically creative hands-on learning spaces, like makerspaces. The goal is to understand how to scaffold learners to become more aware, reflective and attentive to their progress towards learning outcomes by embedding supportive tools physically in space as the actions unfold. Making and maker-based learning experiences offer tremendous opportunities to more fully engage diverse learners in STEM education and build a workforce prepared for innovation. Documentation of these learning experiences, both as an authentic practice that professionals engage in as well as an assessment practice for instruction, is often not supported. The project will create open source documentation for solutions and develop supporting case studies, web resources and guides to facilitate easy uptake and adoption of promising approaches.

This proposal will make significant research contributions in three ways: (1) develop and iteratively test a suite of embedded "smart" tools designed to scaffold, manage and trace process documentation practices; (2) study the integration of these tools in formal and informal activities and programs settings and characterize their influence on instruction and the assessment of learning outcomes; (3) establish a set of rubrics based on learner data streams to aid instruction and mark learner progress. Improving documentation practices and the assessment of learning outcomes will advance making as a core STEM educational activity. Through a better understanding of why and how to place networked documentation tools sensitive to space, time and context cues, the threshold for enactment and scaffolded usage can be lowered in a broader range of settings. Ultimately, this exploratory project will not only develop an integrated set of situated documentation tools, but also help us develop hypotheses for how documentation as a mediating process productively supports learning.

The Discovery Research K-12 program (DRK-12) 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 (RMTs). 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. The Multimedia Immersion (MI) project is will develop, pilot, and evaluate a nine-week STEM-rich multimedia production course for high school students. MI will make important contributions to the field through its efforts to design and evaluate the promises and challenges of a nine-week multimedia curriculum in multiple urban high schools. The MI course will engage teams of students to develop a personally and socially relevant storyline that guides their use of accessible audio and video technologies to create a five-minute animated video. To develop student STEM experience and provide technical support, the project will provide guidance and learning experiences in engineering (e.g., criteria, constraints, optimization, tradeoffs), science (e.g. sound, light, energy, mechanics) and multimedia technologies (e.g., computer based audio production, video editing and visualizations through animatics (i.e., shooting a succession of storyboards with a soundtrack). animatics).

Because the curriculum situates engineering and science learning in the context of multimedia production, there are natural synergies with several existing high school courses including engineering design, audio/video media production, and multimedia technology. Although these courses are typically electives in high school, developing a 5-minute animated short on a topic of interest may encourage girls and students from underrepresented groups to select this course over other electives. MI will impact 10 teachers and approximately 250 high school students per year. The project will result in the following resources: nine-week curricular unit (multimedia, science, engineering); assessments to monitor student learning of science, engineering and technology (design logs); and research on changes in student knowledge, interest, and a nine-week curricular unit (multimedia, science, engineering). Project resources will be disseminated to teachers, researchers, and curriculum and professional development providers via conference presentations, publications, and online webinars.

The MI project builds on student familiarity and interest in music, video and technology to promote an: (1) understanding of engineering design and physics and an (2) an appreciation of the fundamental role of STEM in popular culture. Project evaluation will be conducted using student surveys and an examination of work products in conjunction with implementation challenges and successes to generate evidence for the feasibility and utility of a high school multimedia course that explicitly addresses science and engineering learning. Project evaluation will use student design logs as a window into student design processes and conceptual understanding. Student design logs are an essential feature of MI curriculum design. With an appropriate structure, these design logs can inform teaching, afford an opportunity for students to reflect on their own work, and provide evidence of student thinking and learning for assessment purposes. Using student design logs as a window into students? design process and conceptual understanding is an important contribution to the engineering education community which has few options for measuring student knowledge in ways that are consistent with the hands-on, iterative nature of the design process.
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TEAM MEMBERS: Marti Louw Daragh Byrne Kevin Crowley
resource project Public Programs
Brokering Youth Pathways was created to share tools and techniques around the youth development practice of “brokering” or connecting youth to future learning opportunities and resources.

This toolkit shares ways in which various out-of-school educators and professionals have approached the challenge of brokering. It provides a framework, practice briefs and reports that focus on a particular issue or challenge and provide concrete examples, as well as illustrate how project partners partners worked through designing new brokering routines in partnership with a research team.
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resource research Media and Technology
We cannot take access to equitable out‐of‐school science learning for granted. Data compiled in 2012 show that between a fifth (22% in Brazil) and half (52% in China and the United States) of people in China, Japan, South Korea, India, Malaysia, the United States, the European Union, and Brazil visited zoos, aquaria, and science museums (National Science Foundation, 2012). But research suggests participation in out‐of‐school science learning is far from equitable and is marked by advantage, not least the social axes of age, social class, and ethnicity (Dawson, 2014, 2014; National Science
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TEAM MEMBERS: emily dawson
resource research Public Programs
MobiLLab is a mobile science education program designed to awaken young people’s interest in science and technology (S&T). Perceived novelty, or unfamiliarity, has been shown to affect pupils’ educational outcomes at similar out-of-school learning places (OSLePs) such as museums and science centers. A study involved 215 mobiLLab pupils who responded to three surveys: a pre-preparation, at-visit, and post-visit survey. Results provide evidence for four dimensions of pupils’ at-visit novelty: curiosity, exploratory behavior, oriented feeling, and cognitive load. Findings also show that classroom
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TEAM MEMBERS: Rebecca Cors
resource research Public Programs
MobiLLab is a mobile science education program designed to awaken young people’s interest in science and technology (S&T). To guide program development, mobiLLab leaders sought to identify and assess meaningful indicators of program effectiveness. Through an exploratory background investigation, we identified the following indicators: participant satisfaction; usefulness of classroom preparation materials; and pupils’ outcomes (S&T interest, attitude and self-concept). Results of a mixed-methods pilot investigation indicated that pupils and teachers are satisfied with their mobiLLab
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TEAM MEMBERS: Rebecca Cors