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resource project Public Programs
The Bay Area Regional Collaboration to Expand and Strengthen STEM (RECESS) is a regional, unified STEM continuum effort from preschool through graduate school and career. RECESS is based on successful collective impact efforts in other fields and employs a participatory action research (PAR) approach to broaden participation in STEM. In the PAR framework, youth and their families will help to define the issues and develop expertise about community needs through a shared research process.

RECESS introduces participatory action research as an innovative element to the collective impact social agency framework. The intent is to determine the extent to which the engagement and involvement of the students and communities targeted can effectively shape the function of the collective impact network of organizations.

During the two year planning phase, RECESS (a) conducts a comprehensive needs assessment and gap analysis; (b) establishes a functioning organization of stakeholders with a common agenda and governance model; and (c) develops a detailed action plan. It is a significant contribution to the body of knowledge on effective and innovative collective impact structures designed to promote STEM education and participation.
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TEAM MEMBERS: Renee Navarro Bertram Lubin
resource project Public Programs
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.
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TEAM MEMBERS: Keith Bowman Ilmi Yoon Larry Horvath Eric Hsu James Ryan
resource project Public Programs
General Summary

This project seeks to prepare female Hispanic students for leadership in the STEM workforce. The project seeks to determine if a blended set of STEM engagement activities including summer intensive laboratory-based experiential learning and out-of-school STEM activities, peer support, mentoring, and financial assistance can help to take target students through a traditional leaky workforce and educational pipeline resulting in matriculation to and graduation from undergraduate STEM programs. If successful, the work will increase participation and leadership of Hispanic women in the STEM workforce. To accomplish these goals, the PIs will: (1) work with partners to identify, recruit, and screen bright, energetic Hispanic females in their freshman year of high school who show promise and interest in STEM disciplines; (2) engage selected students and their families in formal and informal STEM learning both throughout the school year and during summer residential experiences to enable the students to further develop and clarify their STEM calling; (3)prepare the students to matriculate to undergraduate college; (4) provide program participants with full-tuition scholarships to ensure undergraduate education is attainable; and (5) at our institution and partner colleges, provide dedicated advisors and mentors and cohort activities to ensure undergraduate persistence and success.

Technical Summary

The PIs seek to prepare female Hispanic students for leadership in the STEM workforce. To compete in the global economy, maintain national security, and meet serious environmental challenges, more skilled graduates are needed to fill STEM jobs. An untapped source of talent exists in those populations that continue to be underrepresented in STEM fields, including women and people of color. This work will help to determine if a blended set of STEM engagement activities including summer intensive laboratory-based experiential learning and out-of-school STEM activities, peer support, mentoring, and financial assistance can help to take target students through a traditional leaky pipeline resulting in matriculation to and graduation from undergraduate STEM education. The work builds on research that shows that mentored research opportunities and peer support and interaction improves persistence in female students. It also builds on regional models of collective impact whereby a variety of corporate, nonprofit, and foundation organizations successfully join together for large-impact projects. If successful, the work will increase participation and leadership of Hispanic women in the STEM workforce.
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TEAM MEMBERS: April Marchetti Charles English Rebecca Michelsen Rachele Dominguez Laurie Massery
resource project Public Programs
The Morgan State University INCLUDES project will build on an existing regional partnership of four Historically Black Colleges and Universities that are working together to improve STEM outcomes for middle school minority male students that are local to Morgan State in Baltimore, North Carolina A&T in Greensboro, Jackson State in Mississippi, and Kentucky State in Frankfort. Additional partners include SRI International, the National CARES Mentoring Network, and the Verizon Foundation. Using the collective impact-style approaches such as planning and implementing a Network Improvement Community (NIC), developing a shared agenda and implementing mutually reinforcing activities, these partners will address two common goals: (1) Broaden the participation of underrepresented minority males in science and engineering through educational experiences that prepare them for careers in STEM fields; and (2) Create a Network Improvement Community focused on STEM achievement in minority males. Program elements include high-quality instruction in STEM content, mentoring, and professional development. The project will expand to include eight additional partners (six HBCUs and two Hispanic-Serving Institutions) and schools and districts in communities local to their campuses. The INCLUDES pilot will help scale innovations that target impacting minorities in STEM.

The project will develop STEM learning pathways for middle school minority males by harnessing the collective impact of 12 university partners, local K-12 schools and districts with which they partner, and surrounding community organizations and businesses with a vested interest in achieving common goals. Products will include a roadmap for addressing the problem through a Network Improvement Community, a website that will contribute to the knowledge base regarding effective strategies for enhancing STEM educational opportunities for minority males, and common metrics, assessments, and shared measurement systems that will be used to measure the collective impact of the Network Improvement Community.
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TEAM MEMBERS: Jumoke Ladeji-Osias Cindy Ziker Geneva Haertel Kamal Ali Ayanna Gill Derrick Gilmore Clay Gloster
resource project Public Programs
This is a two-year "Inclusion across the Nation of Communities of Learners of Underrepresented Discoverers in Engineering and Science" (INCLUDES) Design and Development Launch Pilot targeting high school students in the Hudson Valley, including the New York Metropolitan Area. It will support a network of institutional partners that are committed to providing internship and mentoring opportunities to youths interested in authentic research projects. The proposed work will build on a current research immersion program--the Secondary School Field Research Program (SSFRP) at Columbia University's Lamont-Doherty Earth Observatory. SSFRP serves high school students, mainly from underrepresented and underserved communities, who work with college students, science teachers, and researchers around a specific science problem. Over the past decade, the program has had demonstrable impact, including attendance to college, and students' selection of STEM majors. Tracking data indicates that retention rates of its alumni in four-year colleges are well above the norm, and a significant fraction of early participants are now in graduate programs in science or engineering. The program has surpassed all expectations in its effectiveness at engaging underserved populations in science and promoting entry into college, recruitment into STEM majors, and retention through undergraduate and into graduate studies. Hence, the project's overall goal will be to extend and adapt the research-immersive summer internship model through an alliance with peer research institutions, school districts and networks, public land and resource management agencies, private funding agencies, informal educational institutions, and experts in pedagogical modeling, metrics, and evaluation. Focused on earth and environmental sciences, the summer and year-round mentoring model will allow high school students to work in research teams led by college students and teachers under the direction of research scientists. The mentoring model will be multilayered, with peer, near-peer, and researcher-student relationships interweaving throughout the learning process.

The project has formulated a set of testable explanatory hypotheses: (1) Beyond specific subject knowledge, success rests on increased student engagement in a community of practice, with near-peer mentors, teachers, and scientists in the context of scientific research; (2) The intensity of engagement also shifts the students' vision of their future to include higher education, and specifically to imagine and move toward a STEM career; and (3) Early engagement, before students attend college, is critical because high school is where students form patterns of engagement and capacities related to science learning. Thus, the immediate goal of the two-year plan will be to create approximately 11 research internship programs focused on earth and environmental sciences, and to build the networks for growth through engagement with a wider community of educational partners. The main focus of this approach will be removing barriers between high school students and STEM organizations, and adapting the current mentoring model at Columbia University to the specific cultures of other research groups and internship programs throughout the lower Hudson Valley. The team has already assembled a diverse set of partners committed to broadening participation in STEM using a collective impact approach to early engagement in project-based learning. Research partners will provide the mentors, research projects, and laboratory facilities. The educational network partners will provide access for students, particularly those from under-resourced communities to participate, as well as participation opportunities for interested teachers. Informal learning organizations will provide access to field and research sites, along with research dissemination opportunities. In Year 1, the project will conduct a series of development workshops for partners already in place and foster the formation of new partnership clusters according to shared interest, complementary resources and geographic proximity. The workshops will provide a forum for partners to learn about each other's visions, values, challenges, and existing structures, while working through theoretical and practical issues related to STEM engagement for young investigators. In Year 2, the project will target the implementation of the internship programs at various sites according to the agreed-upon goals, program model, research projects, recruitment and retention strategy, staff training, data collection, and evaluation plans. An external evaluator will address both the formative and summative evaluation of the effort directed toward examining the three project's hypotheses concerning the educational impacts of scientific research on student engagement, extent of the immersion, and overall effectiveness of the programs.
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TEAM MEMBERS: Robert Newton Luo Cassie Xu Margie Turrin Einat Lev Matthew Palmer
resource project Media and Technology
Through the NSF Innovation Corps for Learning Program, (I-Corps L), this project will develop ways to enable the SciStarter program to extend the promise of citizen science by connecting millions of citizen scientists with scientists in need of their help through formal and informal research projects. Citizen science is a fast growing field that engages the public in scientific inquiry through data collection projects and environmental monitoring using sensors, mini spectrometers, water testing kits and other tools. A challenge for the citizen science community has been access to the tools required to collect the types of data needed in citizen science projects. SciStarter facilitates broader participation in citizen science by reducing the barrier for volunteers to identify, acquire, and use the right scientific tools and instruments for each project. This I-Corps for Learning project will develop approaches to enable SciStarter to provide a larger number of citizen scientists with easier access to required and recommended instruments needed for meaningful participation in citizen science projects.

SciStarter aims to provide a holistic solution to the needs of citizen scientists that includes projects, support, and products such as training materials and consulting. SciStarter can be a catalyst in citizen science by connecting people to opportunities to engage and in lowering barriers to public participation in scientific research while creating a hybrid academic-consumer sustainability model. A central focus of this current effort will be establishing a sustainable and scalable means of enabling citizen scientists to obtain equipment and instruments in an efficient and cost-effective manner. The project will make use of elements already in place to expand the engagement of citizen scientists in new or multiple projects, to empower citizens in the process of citizen science, and to provide a useful, scalable and sustainable solution for scientists leading citizen science research projects. The extension of SciStarter will set the stage for greater inclusion of previously marginalized groups in citizen science activities and will extend to all forms of public engagement in science.
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TEAM MEMBERS: Darlene Cavalier Micah Lande
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 resources for use in a variety of settings. This conference proposal represents the first phase of a larger three-phase participatory research project that will use communities of interest as a vehicle for solving problems of common concern about designing youth-based STEM programs. It will set the stage for research over the next 10-25 years about the long-term impact of a variety of youth programs on STEM learning and career aspirations. Through a virtual format, the Association of Science-Technology Centers will bring together two representatives from ten long-standing youth programs, experts in the field of out-of-school time youth programming, and researchers to collaboratively develop a program profile template for measuring the impact of youth programming. The program profile template will help identify specific characteristics that will capture the influence of youth programs on their participation in out-of-school STEM activities.

The program profile template will be the main outcome from the conference. It will serve as the foundation for designing long-term impact studies that support the needs of program staff interested in improving youth programming in informal environments. It will also allow program staff and researchers to document and share intellectual capital, compare goals and features across programs, and support network efforts among informal agencies worldwide. The program profile template will be shared online through informalscience.org, the Association of Science-Technology Centers' communities of practice networks, and through other out-of-school-time national organizations.
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resource project Informal/Formal Connections
This project was submitted in response to EHR Core Research (ECR) program announcement NSF 15-509. The ECR program of fundamental research in STEM education provides funding in critical research areas that are essential, broad and enduring. EHR seeks proposals that will help synthesize, build and/or expand research foundations in the following focal areas: STEM learning, STEM learning environments, STEM workforce development, and broadening participation in STEM. The ECR program is distinguished by its emphasis on the accumulation of robust evidence to inform efforts to (a) understand, (b) build theory to explain, and (c) suggest interventions (and innovations) to address persistent challenges in STEM interest, education, learning, and participation.

In 2015, average mathematics scores on the National Assessment of Educational Progress (NAEP) declined in fourth and eighth grades, the first declines in mathematics at these grade levels since 1990. Declines in U.S. mathematics performance has important implications for overall STEM education as well as STEM workforce and international competitiveness. Researchers at Rutgers University will conduct an analysis to isolate the cause of the mathematics decline by investigating the dimensionality of the NAEP assessment, state-level outcomes, and demographic trends.

The team will use multilevel item response theory modeling techniques to investigate the declines by examining the factor structures to determine dimensionality across years. Researchers will examine subscores corresponding to each dimension of the factor structure at the state and national levels. In addition, subscores will be examined for trends in individual states and jurisdictions. Potentially, the analyses will allow for examination of factors related to state standards adoptions, demographic shifts, and participation rates.
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TEAM MEMBERS: Gregory Camilli
resource project Media and Technology
As part of an overall strategy to enhance learning within informal environments, the Innovations at the Nexus of Food, Energy, and Water Systems (INFEWS) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models poised to catalyze well-integrated interdisciplinary research and development efforts within informal contexts that transform scientific understanding of the food, energy, and water systems (FEWS) nexus in order to improve system function and management, address system stress, increase resilience, and ensure sustainability. This project addresses this aim by using systems thinking and interdisciplinary integration approaches to develop a novel immersive educational simulation game and associated materials designed to highlight the role and importance of corn-water-ethanol-beef (CWEB) systems in supporting the ever increasing demands for food, energy, and water in the United States. The focus on FEWS and sustainable energy aligns well with both the INFEWS program and the sizable sustainability-related projects in the AISL program portfolio. The development and broad dissemination of a multiuser game specific to CWEB systems are particularly innovative contributions and advance for both program portfolios and their requisite fields of study. An additional unique feature of the game is the embedding of varying degrees of economic principles and decision-making along with the nuisances of cultural context as salient variables that influence systems thinking. Of note, a team of computer science, management and engineering undergraduate students at the University of Nebraska - Lincoln will be responsible for the engineering, development, and deployment of the game as their university capstone projects. If successful, this game will have a significant reach and impact on youth in informal programs (i.e., 4-H clubs), high school teachers and students in agriculture vocational education courses, college students, and the public. The impact could extend well beyond Nebraska and the targeted Midwestern region. In conjunction with the game development, mixed-methods formative and summative evaluations will be conducted by an external evaluator. The formative evaluation of the game will focus on usability testing, interest and engagement with a select sample of youth at local 4-H clubs and youth day camps. Data will be collected from embedded in-game survey questionnaires, rating scales, observations and focus groups conducted with evaluation sample. These data and feedback will be used to inform the design and refinement of the game. The summative evaluation will focus on the overall impacts of the game. Changes in agricultural systems knowledge, attitudes toward agricultural systems, interest in pursuing careers in agricultural systems, and decision making will be aligned with the Nebraska State Science Standards and tracked using the National Agricultural Literacy Outcomes (NALOs) assessment, game analytics and pre/post-test measures administered to the evaluation study sample pre/post exposure to the game.
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TEAM MEMBERS: Jeyamkondan Subbiah Eric Thompson Deepak Keshwani Richard Koelsch David Rosenbaum
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
resource project Media and Technology
Well-designed educational games represent a promising technology for increasing students interest in and learning of STEM topics such as physics. This project will research how to optimally combine and embed dynamic assessment and adaptive learning supports within an engaging game design to build effective educational games. The project will add enhancements to a physics game called Physics Playground. The general goal of this research is to test a valid methodology that can be used in the design of next-generation learning games. The enhancement of Physics Playground will leverage the popularity of video games to capture and sustain student attention and teach physics to a much broader audience than is currently the case in traditional physics classrooms. To be most effective, this new genre of learning games needs to not only be highly engaging as a game but also to provide real-time assessment and feedback to students; support understanding of science content (i.e.,Newtonian physics); be accessible to beginners; accommodate a range of proficiencies and interests; and support equity. The research will have particular relevance to designers developing other science games and simulation by providing information about the kinds of learning supports and feedback to students are most effective in promoting engagement and learning. The project is supported by the Cyberlearning and Future Learning Technologies Program, which funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively.

The project will systematically develop, test, and evaluate ways to integrate engaging, dynamic learning supports in Physics Playground to teach formal conceptual physics competencies. More generally, the project aims to advance the learning sciences, particularly in the fields of adaptivity and assessment in educational technology. Using a design-based research approach spanning three years, the research team will: (1) develop and test the effectiveness of various learning support features included in the game in Year 1; (2) develop and test an adaptive algorithm to manage the progression of difficulty in game levels in Year 2; and (3) test learning supports and adaptive sequencing in a controlled evaluation study. This research will provide evidence of the instructional effectiveness of an educational game designed using principles of instructional, game, and assessment design. It will advance understanding of the contributions of different kinds of learning supports (e.g., visualizations and explanations) and adaptivity to game-based learning and contribute to the design of next-generation learning games that successfully blur the distinction between assessment and learning. The project will generate research findings that can be incorporated into other types of STEM learning games.
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TEAM MEMBERS: Valerie Shute Russell Almond Fengfeng Ke