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resource research Public Programs
"Making and Tinkering" links science, technology, engineering and mathematics learning (STEM) to the do-it-yourself "maker" movement, where people of all ages "create and share things in both the digital and physical world" (Resnick & Rosenbaum, 2013). This paper examines designing what Resnick and Rosenbaum (2013) call "contexts for tinkerability" within the social design experiment of El Pueblo Mágico (EPM) -- a design approach organized around a cultural historical view of learning and development. We argue that this theoretical perspective reorganizes normative approaches to STEM education
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TEAM MEMBERS: Lisa Schwartz Daniela Digiacomo Kris Gutierrez
resource research Public Programs
Meaningful Making 2 is a second volume of projects and strategies from the Columbia University FabLearn Fellows. This diverse group of leading K–12 educators teach in Fab Labs, makerspaces, classrooms, libraries, community centers, and museums—all with the goal of making learning more meaningful for every child. A learning revolution is in the making around the world. Enthusiastic educators are using the new tools and technology of the maker movement to give children authentic learning experiences beyond textbooks and tests. The FabLearn Fellows work at the forefront of this movement in all
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TEAM MEMBERS: Paulo Blikstein Sylvia Libow Martinez Heather Allen Pang Kevin Jarrett
resource research Public Programs
This book contains project ideas, articles, and best practices from educators at the forefront of making and hands-on education. The Stanford University FabLearn Fellows are a group of K­-12 educators teaching in Fab Labs, makerspaces, classrooms, libraries, community centers, and museums—all with the goal of making learning more meaningful. In this book, the FabLearn Fellows share inspirational ideas from their learning spaces, assessment strategies and recommended projects across a broad range of age levels. Illustrated with color photos of real student work, the Fellows take you on a
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TEAM MEMBERS: Paulo Blikstein Sylvia Libow Martinez Heather Allen Pang
resource evaluation Media and Technology
Through Project BUILD, a STAR Library Network (STAR Net) program funded by the National Science Foundation, the American Society of Civil Engineers (ASCE) and the Space Science Institute’s National Center for Interactive Learning (NCIL) offered the virtual Dream, Build, Create program which consisted of (1) the award-winning documentary Dream Big: Engineering Our World and (2) five live-streamed panels of diverse engineers (Dream Teams) who shared their stories of what it means to be an engineer. The external evaluation, conducted by Education Development Center (EDC), aimed to examine how
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resource research Public Programs
As professionals, we often assume that the engaging experiences visitors have in our exhibits and programs will lead to long-term learning. But how do we know this is happening, and, moreover, how do we design exhibits, programs and interactions to maximize visitors’ ability to learn from their experiences? At Chicago Children’s Museum a long- standing research collaboration with Northwestern University and Loyola, Chicago University has allowed us to examine how families’ conversational reflections during and after their in-museum experiences impact children’s ability to process and recall
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TEAM MEMBERS: Tsivia Cohen Kim Koin
resource research Public Programs
This paper examines the differences and challenges encountered when trying to create informal blended (virtual and hands-on) engineering design STEM activities. It contrasts the creation of STEM activities for formal and informal learning environments, stressing that the differences extend far beyond the length of the activity or depth of any learning goals. The discussion begins with an examination of differences between the two learning environments that need to be taken into consideration. These differences include the physical environments, organizational structures, and the goals or
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resource evaluation Public Programs
This paper discusses findings from the use of the Wise Guys and Gals (WGG) Observation of WGG Youth Protocol in a blended learning environment. The protocol was used to assess youth engagement when completing blended engineering design challenges at two Boys and Girls Clubs. WGG is a project funded through a grant from the National Science Foundation and which brings blended learning design challenges to middle school aged learners in informal STEM (science, technology, engineering, and mathematics) settings. This paper explores the feasibility of using the observation protocol to collect data
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TEAM MEMBERS: Caterina Almendral Bernadette Uzzi David Burghardt Deborah Hecht
resource research Media and Technology
Presentation slides provide an overview the Wise Guys and Gals project, DRL 1422436.
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TEAM MEMBERS: David Burghardt
resource project Public Programs
A makerspace is a place where participants explore their own interests and learn by creating, tinkering, and inventing artifacts through the use of a rich variety of tools and materials. This project will develop and research a flexible model for makerspaces that can be adapted to local settings to support informal STEM learning for hospitalized, chronically ill patients in pediatric environments who are predominantly youth of color from low-income backgrounds. These youth are subject to health disparities and healthcare inequities. Their frequent absence from school and other activities disrupt friendship formations, reduce their opportunities for social support, reduce their access to environments where they can feel a sense of self-agency through learning and creative activities. Through patient centered co-design, this project will build adaptable STEM makerspace environments conducive to STEM-rich learning, the exercise of self-agency, and development of STEM identity. Project design will focus on the sensitive nature of working with vulnerable populations (i.e., immunocompromised patients). The project will develop and disseminate several resources: (1) a flexible makerspace model that can be adapted to work in different pediatric settings; (2) research methods for conducting research in highly sensitive environments with and alongside young patients; and (3) professional development resources and a playbook including guidebook and facilitators guide that will articulate principles and processes for designing, implementing and sustaining makerspaces in pediatric settings. These resources will be widely disseminated through maker and other informal STEM networks.

The project will pursue two innovations. First, the project will develop the physical design of adaptable informal STEM makerspaces in pediatric settings. Second, the project will develop innovative patient-centered methodologies for studying approaches to physical design and the effects of makerspace installations for informal STEM-learning, self-agency, and STEM identity development. Using a design-based research approach, the project will investigate: (1) the extent to which physical makerspace designs support access to material, relational, and ideational resources for STEM-learning and well-being; (2) the extent to which makerspace installations, researchers, and medical care staff support patients in accessing and generating tools and other resources for personal learning and a sense of agency; and (3) the extent to which makerspace design with a focus on affording material, relational, and ideational resources provide rich opportunities for young patients to explore their own interests and cultivate STEM identities. One of the project's innovations, beyond development of adaptable makerspace model involves developing an innovative patient-centered methodology for conducting educational research toward broadening participation in STEM in highly sensitive medical care environments. The project will employ a mixed-methods research design and collect a variety of data to address these areas of research including documentation of makerspace design plans and renderings, observational data gathered through fieldnotes, video and audio recordings, informal interviews with patients, their families, and child-care staff, and patient generated artifacts. Articles for researchers and practitioners will be submitted for publication to appropriate professional journals and peer-reviewed publications.

As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Gokul Krishnan Maria Olivares
resource project Public Programs
While there is increased interest in youth-centered maker programs in informal educational contexts, scarce research-informed professional development exist that focus on how informal educators do or should plan and handle ongoing, just-in-time support during moments of failure. Prior research supports the important role of failure in maker programming to increase learning, resilience and other noncognitive skills such as self-efficacy and independence. The objective of this project is to address this gap through adapting, implementing, and refining a professional development program for informal educators to productively attend, interpret, and respond to youths’ experiences with failure while engaged in maker programs in informal learning contexts. In the first two years of the project, the research team will work closely with six partners to implement and refine the professional development model: The Tech Museum of Innovation, The Bakken Museum, Montshire Museum of Science, The Minneapolis Institute of Art, Thinkery, and Amazeum Children’s Museum. In the last year of the project, the team will scale-up the professional development model through partnering with an additional nine institutions implementing maker programming for youth. The professional development consists of two models. In the first model, we support one to two lead facilitators at each partnering institution through an initial three-day workshop and ongoing support meetings. In the second model, the lead facilitators support other informal educators at their institution implementing making programs for youth. This project will enhance the infrastructure for research and education as collaborations and professional learning communities will be established among a variety of informal learning institutions. The project will also demonstrate a link between research and institutional and societal benefits through shifting the connotation and perceptions of failure to be valued for its educational potential and to empower informal educators to support discomfort and struggle throughout maker programs with youth.

The three goals of this collaborative project are to (a) advance the field of informal education through a research-based professional development program specific to youths’ failures during maker programs; (b) support shifts in informal educators’ facilitation practices and perspectives around youth’s failure experiences, and (c) investigate the effects of the professional development on youths’ resilience and failure mindset. The iterative nature of this project will be informed by the collection and analysis of video data of professional development sessions and informal educators facilitating maker programs, reflective journaling, surveys regarding the professional development, and pre-post surveys from youth engaged in the maker programs. Dissemination will address multiple stakeholders, including informal educators, program developers, evaluators, researchers, and public audiences.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings.

Making, which supports interest-driven skill-development and learning, has been recognized as having the potential to engage underserved youth in STEM. Makerspaces are community spaces that allow participants to create items using tools, such as 3-D printers, computer-aided design, and digital fabrication technologies. Makerspaces and making-related programs are often inaccessible, unaffordable, or simply not available to underserved youth. Digital Harbor will partner with recreation centers, two in Pittsburgh and two in Baltimore, to research, refine and implement an equity-based approach to making that will engage underserved youth aged 12-16 in making. The project will prepare out-of-school time (OST) educators to collaboratively develop culturally sensitive curricula with underserved youth to engage them in maker-based technology and computer science experiences. The project will (1) design a professional development program that will prepare and support local educators to collaboratively design and deliver localized, maker-based, STEM curricula; (2) research the impact of these programs on both educators' and youth's self-efficacy, creativity, and attitudes towards STEM; and (3) develop and evaluate an online Localization Toolkit that will prepare educators in makerspaces across the nation in using an equity-based approach to create localized content. The project will result in four new maker sites (two in Baltimore and two in Pittsburgh directly impact 4 sites (10 educators and 240 youth). The project will result several resources that will support the development and educational programs of other community sites. The resources will include the Localization Toolkit, Case Studies, Best Practices, and Research Study. The Localization Toolkit has the potential to strengthen infrastructure and capacity building in OST maker-based programs, as well as other informal and formal education programs using similar pedagogies and design principles.

The project will use a mixed-methods approach in researching the challenges and processes involved in establishing the four maker sites in Baltimore and Pittsburgh, the approaches and effectiveness of the professional development program on OST educators, and the impacts of the project of participation on the self-efficacy, creativity, and attitudes on participating youth and educators. The research study will apply several instruments and data collection sources to develop quantitative data, including youth attendance logs, the Upper Elementary and Middle/High School Student Attitudes toward STEM survey, a retrospective technology self-efficacy survey and pre-post surveys. In addition to project document review, the researchers will collect qualitative data through educator interviews, educator focus groups, and youth focus groups. Project research and resources will reach key audiences of learning scientists and OST educators through articles in peer-reviewed and practitioner journals, public events and professional conferences. These audiences will also be reached through the project website, which will share project resources. The project will reach OST sites across the country directly through dissemination partners, including the National Recreation and Parks Association, Association of Science and Technology Centers, and statewide out-of-school networks.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Foad Hamidi Andrew Coy
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. This project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki