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resource project Informal/Formal Connections
This Innovations in Development project explores radical healing as an approach to create after-school STEM programming that welcomes, values and supports African American youth to form positive STEM identities. Radical healing is a strength-based, asset centered approach that incorporates culture, identity, civic action, and collective healing to build the capacity of young people to apply academic knowledge for the good of their communities. The project uses a newly developed graphic novel as a model of what it looks like to engage in the radical healing process and use STEM technology for social justice. This graphic novel, When Spiderwebs Unite, tells the true story of an African American community who used STEM technology to advocate for clean air and water for their community. Youth are supported to consider their own experiences and emotions in their sociopolitical contexts, realize they are not alone, and collaborate with their community members to take critical action towards social change through STEM. The STEM Club activities include mentoring by African American undergraduate students, story writing, conducting justice-oriented environmental sciences investigations, and applying the results of their investigations to propose and implement community action plans. These activities aim to build youth’s capacity to resist oppression and leverage the power of STEM technology for their benefit and that of their communities.

Clemson University, in partnership with the Urban League of the Upstate, engages 100 predominantly African American middle school students and 32 African American undergraduate students in healing justice work, across two youth-serving, community-based organizations at three sites. These young people assume a leadership role in developing this project’s graphic novel and curriculum for a yearlong, after-school STEM Club, both constructed upon the essential components of radical healing. This project uses a qual→quant parallel research design to investigate how the development and use of a graphic novel could be used as a healing justice tool, and how various components of radical healing (critical consciousness, cultural authenticity, self knowledge, radical hope, emotional and social support, and strength and resilience) affect African American youths’ STEM identity development. Researchers scrutinize interviews, field observations, and project documents to address their investigation and utilize statistical analyses of survey data to inform and triangulate the qualitative data findings. Thus, qualitative and quantitative data are used to challenge dominant narratives regarding African American youth’s STEM achievements and trajectories. The project advances discovery and understanding of radical healing as an approach to explicitly value African Americans’ cultures, identities, histories, and voices within informal STEM programming.
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TEAM MEMBERS: Renee Lyons Rhondda Thomas Corliss Outley
resource project Media and Technology
Data is increasingly important in all aspects of people’s lives, from the day-to-day, to careers and to civic engagement. Preparing youth to use data to answer questions and solve problems empowers them to participate in society as informed citizens and opens doors to 21st century career opportunities. Ensuring equitable representation in data literacy and data science careers is critical. For many girls underrepresented in STEM, developing a "data science identity" requires personally meaningful experiences working with data. This project aims to promote middle school-aged girls’ interest and aspirations in data science through an identity-aligned, social game-based learning approach. The goals are to create a more diverse and inclusive generation of data scientists who see data as a resource and who are equipped with the skills and dispositions necessary to work with data in order to solve practical problems. The research team will run 10 social clubs and 10 data science clubs mentored by women in data science recruited through the University of Miami’s Institute for Data Science and Computing. Participants will be 250 middle school-aged girls recruited in Miami, FL, and Yolo County, CA, through local and national girls’ organizations. Youth will participate in a data science club and will learn key data science concepts and skills, including data structures, storage, exploration, analysis, and visualization. These concepts will be learned from working with their own data collected in personally meaningful ways in addition to working with data collected by others in the same social game eco-system. The project will also develop facilitator materials to allow adult volunteers to create game-based informal data science learning experiences for youth in their areas. The 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 and is co-funded by the Innovative Technology Experiences for Students and Teachers (ITEST), which seeks to engage underrepresented students in technology-rich learning environments, including skills in data literacy, and increase students’ knowledge and interest in information and communication technology (ICT) careers.

Researchers will focus on two primary research questions: 1) Across gameplay and club experiences, in what ways do participants engage with data to pursue personal or social goals? 2) How do gameplay and club experiences shape girls’ perceptions of data, data science, and their fit with data and data science? The project will use design-based research methods to iteratively design the game and social club experiences. To ensure that uses of data feel personally and socially meaningful to young girls, the virtual world’s goals, narratives, and activities will be co-designed with girls from groups underrepresented in data science. The project will research engagement with game data in two informal, game-based learning scenarios: organic, self-directed, social play club, and structured, adult-facilitated data science clubs. The research will use a combination of quantitative and qualitative methods including surveys, focus groups, interviews, and gameplay and club observations. Project evaluation will determine how gameplay and club experiences impact participants' attitudes toward and interest in data-rich futures. The project holds the potential for broadening participation and promoting interest in data science by blending game-based learning with the rich social and adult mentoring through club participation. The results will be disseminated through conference presentations, scholarly publications, and social media. The game and facilitator materials will be designed for dissemination and made freely available to the public.
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TEAM MEMBERS: Lisa Hardy Gary Goldberger Jennifer Kahn
resource project Informal/Formal Connections
This project is expanding an effective mobile making program to achieve sustainable, widespread impact among underserved youth. Making is a design-based, participant-driven endeavor that is based on a learning by doing pedagogy. For nearly a decade, California State University San Marcos has operated out-of-school making programs for bringing both equipment and university student facilitators to the sites in under-served communities. In collaboration with four other CSU campuses, this project will expand along four dimensions: (a) adding community sites in addition to school sites (b) adding rural contexts in addition to urban/suburban, (c) adding hybrid and online options in addition to in-person), and (d) including future teachers as facilitators in addition to STEM undergraduates. The program uses design thinking as a framework to engage participants in addressing real-world problems that are personally and socially meaningful. Participants will use low- and high-tech tools, such as circuity, coding, and robotics to engage in activities that respond to design challenges. A diverse group of university students will lead weekly, 90-minute activities and serve as near-peer mentors, providing a connection to the university for the youth participants, many of whom will be first-generation college students. The project will significantly expand the Mobile Making program from 12 sites in North San Diego County to 48 sites across California, with nearly 2,000 university facilitators providing 12 hours of programming each year to over 10,000 underserved youth (grades 4th through 8th) during the five-year timeline.

The project research will examine whether the additional sites and program variations result in positive youth and university student outcomes. For youth in grades 4 through 8, the project will evaluate impacts including sustained interest in making and STEM, increased self-efficacy in making and STEM, and a greater sense that making and STEM are relevant to their lives. For university student facilitators, the project will investigate impacts including broadened technical skills, increased leadership and 21st century skills, and increased lifelong interest in STEM outreach/informal science education. Multiple sources of data will be used to research the expanded Mobile Making program's impact on youth and undergraduate participants, compare implementation sites, and understand the program's efficacy when across different communities with diverse learner populations. A mixed methods approach that leverages extant data (attendance numbers, student artifacts), surveys, focus groups, making session feedback forms, observations, and field notes will together be used to assess youth and university student participant outcomes. The project will disaggregate data based on gender, race/ethnicity, grade level, and site to understand the Mobile Making program's impact on youth participants at multiple levels across contexts. The project will further compare findings from different types of implementation sites (e.g., school vs. library), learner groups, (e.g., middle vs. upper elementary students), and facilitator groups (e.g., STEM majors vs. future teachers). This will enable the project to conduct cross-case comparisons between CSU campuses. Project research will also compare findings from urban and rural school sites as well as based on the modality of teaching and learning (e.g., in-person vs. online). The mobile making program activities, project research, and a toolkit for implementing a Mobile maker program will be widely disseminated to researchers, educators, and out-of-school programs.
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TEAM MEMBERS: Edward Price Frank Gomez James Marshall Sinem Siyahhan James Kisiel Heather Macias Jessica Jensen Jasmine Nation Alexandria Hansen Myunghwan Shin
resource project Media and Technology
The University of Kansas Natural History Museum, in collaboration with the University of California Museum of Paleontology, will develop, test, and deploy an immersive educational game on the topic of evolution and common ancestry. The museum will frame the game with a narrative that involves tracing the origin of a zoonotic disease (infectious disease that is transmitted between species from animals to humans or from humans to animals). Played on the museum floor, the escape room-inspired game will explore innovative formats for museum learning and engagement. It is being designed for families with children ages 7 to 12, and by visiting groups of schoolchildren in grades 3 to 5.
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TEAM MEMBERS: Teresa MacDonald
resource project Public Programs
This is an NSF Postdoctoral Research Fellowship in Biology, under the program Broadening Participation of Groups Under-represented in Biology. The fellow, Robert Habig, is conducting research and receiving training that is increasing the participation of groups underrepresented in biology. The fellow is being mentored by David Lahti at Queens College, City University of New York. The goal of the fellow's project is to perform a comparative evolutionary analysis of nest construction in the weaverbirds (Ploceus spp.). The evolutionary history of behavior can be nearly intractable and resistant to quantitative analysis. One strategy for illuminating our understanding of behavioral evolution is to conduct comparative studies of animal architectures, such as nests. Unlike behaviors themselves, nests persist through time, and have structures that can be disassociated into several quantitative features, which permits easy and comparable measurements and allows scientists to address questions about evolutionary history and functional relevance. The fellow's research addresses two major questions: (1) How do patterns of nest construction vary within and between species? (2) How do interrelated evolutionary processes shape variation in nest structure? This project is important for advancing foundational scientific knowledge, and will be the first study of weavers incorporating both molecular data and nest morphology to better understand the evolutionary underpinnings of a complex behavioral process. The fellow is also broadening participation in science by mentoring students underrepresented in biology.

The Fellow will reconstruct the evolution of nest construction in Ploceus weaverbirds incorporating advanced phylogenetic and morphological techniques including bioinformatics, computer modeling, X-ray computed tomography, and image processing. The Fellow will also conduct fieldwork in two hotspots of weaverbird diversity, the Awash Valley in Ethiopia and the Limpopo Province of South Africa, and collect behavioral data (e.g. rates of predation and brood parasitism; mating and parental behavior) and morphological data (e.g. nest structure) to test hypotheses of how distinct types of evolutionary selection shape the evolution of nest construction. The proposed comparative study can thus address questions such as how rapidly certain nest structural features evolve, which features are ancestral versus derived, which tend to exhibit phylogenetic signal, and which evolve in response to environmental features. The Fellow is receiving training in three-dimensional morphological analyses, phylogenetic tree construction, bioinformatics, computer modeling, and mentoring skills. The plan to broaden participation includes (1) recruitment, training, and mentoring of Queens College students from underrepresented groups in biology; (2) designing an evolutionary biology curriculum that ties in the research of the fellowship; (3) teaching an evolutionary biology class to underrepresented middle and high school students at the American Museum of Natural History; and (4) facilitating a research team for middle school and high school students.
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TEAM MEMBERS: Bobby Habig
resource project Exhibitions
To build understanding of the essential needs involved in human exploration on Mars, the museum will create the Build a Mars Habitat – Survive and Thrive exhibit which allows museum visitors, especially school field trips and families with children in grades 4-8, to design and construct their own imaginary habitat for successful living on Mars using interchangeable building pieces. This would be designed to appeal particularly to girls, be accessible to audiences using a universal design approach, and be understood by Spanish-language visitors. Partnerships include the National Informal STEM Education Network (NISENet), NASA Ames Research Center, and NASA Marshall Space Flight Center. The project team will also develop professional development materials for both facilitated and unfacilitated experiences to accompany the exhibit. This immersive experience augments the existing “Sun, Earth, Universe” exhibit that was recently distributed to 52 science and children’s museums across the U.S. by NISENet, collectively reporting attendance of over 10 million visitors per year. The exhibition serves as a platform for scientists and museum staff and volunteers to engage visitors with additional facilitated educational programming and hands-on experiences. Anticipated STEM learning outcomes include audience’s increased interest and positive attitudes towards learning about space exploration, increase in informal education professionals’ capacity to engage public audiences in space exploration, and strengthened partnerships among NASA and museums.
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TEAM MEMBERS: Ethan Kruszka Catherine McCarthy
resource project Media and Technology
The Ice Worlds media project will inspire millions of children and adults to gain new knowledge about polar environments, the planet’s climate, and humanity’s place within Earth’s complex systems—supporting an informed, STEM literate citizenry. Featuring the NSF-funded THOR expedition to Thwaites glacier, along with contributions of many NSF-supported researchers worldwide, Ice Worlds will share the importance of investments in STEM with audiences in giant screen theaters, on television, online, and in other informal settings. Primary project deliverables include a giant screen film, a filmmaking workshop for Native American middle school students that will result in a documentary, a climate storytelling professional development program for informal educators, and a knowledge-building summative evaluation. The project’s largest target audience is middle school learners (ages 11-14); specific activities are designed for Native American youth and informal science practitioners. Innovative outreach will engage youth underserved in science inspiring a new generation of scientists and investigative thinkers. The project’s professional development programs will build the capacity of informal educators to engage communities and communicate science. The Ice Worlds project is a collaboration among media producers Giant Screen Films, Natural History New Zealand, PBS, and Academy Award nominated film directors (Yes/No Productions). Additional collaborators include Northwestern University, The American Indian Science and Engineering Society, the Native American Journalism Association, a group of museum and science center partners, and a team of advisors including scientific and Indigenous experts associated with the NSF-funded Study of Environmental Arctic Change initiative.

The goals of the project are: 1) to increase public understanding of the processes and consequences of environmental change in polar ecosystems, 2) to explore the effectiveness of the giant screen format to impart knowledge, inspire motivation and caring for nature, 3) to improve middle schoolers’ interest, confidence and engagement in STEM topics and pursuits—broadly and through a specific program for Native American youth, and 4) to build informal educators’ capacity to share stories of climate change in their communities. The main evaluation questions are 1) to what extent does the Ice World film affect learning, engagement, and motivation around STEM pursuits and environmental problem solving 2) what is the added value of companion media for youth’s giant screen learning over short and longer term, and 3) what are the impacts of the culturally based Native American youth workshops.

The evaluation work will involve a Native American youth advisory panel and a panel of science center practitioners in the giant screen film’s development and evaluation process. Formative evaluation of the film will involve recruiting youth from diverse backgrounds, including representation of Native youth, to see the film in the giant screen theater of a partner site. Post viewing surveys and group discussions will explore their experience of the film with respect to engagement, learning, evoking spatial presence, and motivational impact. A summative evaluation of the completed film will assess its immediate and longer term impacts. Statistical analyses will be conducted on all quantitative data generated from the evaluation, including a comparison of pre and post knowledge scores. An evaluation of the Tribal Youth Media program will include a significant period of formative evaluation and community engagement to align activities to the needs and interests of participating students. Culturally appropriate measures, qualitative methods and frameworks will be used to assess the learning impacts. Data will be analyzed to determine learning impacts of the workshop on youth participants as well as mentors and other stakeholder participants. Evaluation of the community climate storytelling professional development component will include lessons learned and recommendations for implementation.
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TEAM MEMBERS: Deborah Raksany Karen Elinich Andrew Wood Patricia Loew
resource project Public Programs
Many Black youth in both urban and rural areas lack engaging opportunities to learn mathematics in a manner that leads to full participation in STEM. The Young People’s Project (YPP), the Baltimore Algebra Project (BAP), and the Education for Liberation Network (EdLib) each have over two decades of experience working on this issue. In the city of Baltimore, where 90% of youth in poverty are Black, and only 5% of these students meet or exceed expectations in math, BAP, a youth led organization, develops and employs high school and college age youth to provide after-school tutoring in Algebra 1, and to advocate for a more just education for themselves and their peers. YPP works in urban or rural low income communities that span the country developing Math Literacy Worker programs that employ young people ages 14-22 to create spaces to help their younger peers learn math. Building on these deep and rich experiences, this Innovations in Development project studies how Black students see themselves as mathematicians in the context of paid peer-to-peer math teaching--a combined social, pedagogical, and economic strategy. Focusing primarily in Baltimore, the project studies how young people grow into new self-definitions through their work in informal, student-determined math learning spaces, structured collaboratively with adults who are experts in both mathematics and youth development. The project seeks to demonstrate the benefits of investing in young people as learners, teachers, and educational collaborators as part of a core strategy to improve math learning outcomes for all students.

The project uses a mixed methods approach to describe how mathematical identity develops over time in young people employed in a Youth-Directed Mathematics Collaboratory. 60 high school aged students with varying mathematical backgrounds (first in Baltimore and later in Boston) will learn how to develop peer- and near-peer led math activities with local young people in informal settings, after-school programs, camps, and community centers, reaching approximately 600 youth/children. The high school aged youth employed in this project will develop their own math skills and their own pedagogical skills through the already existing YPP and BAP structures, made up largely of peers and near-peers just like themselves. They will also participate in on-going conversations within the Collaboratory and with the community about the cultural significance of doing mathematics, which for YPP and BAP is a part of the ongoing Civil Rights/Human Rights movement. Mathematical identity will be studied along four dimensions: (a) students’ sequencing and interpretation of past mathematical experiences (autobiographical identity); (b) other people’s talk to them and their talk about themselves as learners, doers, and teachers of mathematics (discoursal identity); (c) the development of their own voices in descriptions and uses of mathematical knowledge and ideas (authorial identity); and (d) their acceptance or rejection of available selfhoods (socio-culturally available identity). Intended outcomes from the project include a clear description of how mathematical identity develops in paid peer-teaching contexts, and growing recognition from both local communities and policy-makers that young people have a key role to play, not only as learners, but also as teachers and as co-researchers of mathematics education.

This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
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TEAM MEMBERS: Jay Gillen Maisha Moses Thomas Nikundiwe Naama Lewis Alice Cook
resource project Public Programs
This Innovations in Development project is funded by the Advancing Informal STEM Learning 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. Specifically, this project connects Native Hawaiian youth ages 12-17 and their family members to STEM by channeling their cultural relationship with ʻāina, the sustaining elements of the natural world including the land, sea, and air. This project seeks to: broaden participation of Native Hawaiian youth who have been historically underrepresented in STEM; actively uphold Native Hawaiian ways of knowing and traditional knowledge; articulate the science rooted in cultural wisdom; and bring STEM into the lives of participants as they connect to the ʻāina. In partnership with six ʻāina-based community organizations across Hawaiʻi, this project will develop, implement, and study ʻāina-centered environmental education activities that explore solutions to local environmental problems. For example, in one module youth and their families will explore of a section of a nearby stream; identify and discuss the native, non-native, and invasive species; remove invasive species from a small section of the stream and make observations leading to discussions of unintended consequences and systemic impacts; ultimately, learners will meet at additional local waterways to engage in similar explorations and discussions, transferring their knowledge to understanding the impacts of construction on local streams and coral reefs. To this effort, the community-based organizations bring their expertise in preserving Hawaiian culture and sustainable island lifestyle, including rural and urban systems such as farming and irrigation traditions and the restoration of cultural sites. University of Hawai’i faculty and staff bring expertise in Environmental Science, Biology, Hawaiian Studies and Problem-Based Learning Curriculum Development. This project further supports organizational learning and sharing among the six community-based organizations. Grounded in Hawaiian ʻAʻo, where learning and teaching are the same interaction, community-based organizations will create a Community of Practice that will co-learn Problem-Based Learning pedagogy; co-learn and engage in research and evaluation methods; and share experiential and traditional knowledge to co-develop the ʻāina-based environmental education activities.

This project is uniquely situated to study the impact of community-led culturally relevant pedagogy on Hawaiian learners’ interests and connections to environmental science, and to understand ʻāina-based learning through empirical research. Research methods draw on Community-Based Participatory Research and Indigenous Research Methods to develop a collaborative research design process incorporated into the project’s key components. Community members, researchers, and evaluators will work together to examine the following research questions: 1) How does environmental Problem-Based Learning situate within ʻāina-based informal contexts?; 2) What are the environmental education learning impacts of ʻāina-based activities on youth and family participants?; and 3) How does the ʻāina-centered Problem-Based Learning approach to informal STEM education support STEM knowledge, interest and awareness? The evaluation will employ a mixed-methods participatory design to explore program efficacy, fidelity, and implementation more broadly across community-based sites, as well as program sustainability within each community-based site. Anticipated project outcomes are a 15-week organizational learning and sharing program with six ʻāina-based community organizations and 72 staff; the design and implementation of 18 activities to reach 360 youth and at least one of their family members; and the launch of an ʻāina-based STEM Community of Practice. The project’s research and development process for ʻāina-centered environmental education activities will be shared broadly and provide a useful example for other organizations locally and nationally working in informal settings with Native or Indigenous populations.
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TEAM MEMBERS: Lui Hokoana Hokulani Holt-Padilla Jaymee Nanasi Davis
resource project Public Programs
The call for more science, technology, engineering, and mathematics (STEM) education taking place in informal settings has the potential to shape future generations, drive new innovations and expand opportunities. Yet, its power remains to be fully realized in many communities of color. However, research has shown that using creative embodied activities to explore science phenomena is a promising approach to supporting understanding and engagement, particularly for youth who have experienced marginalization. Prior pilot work by the principal investigator found that authentic inquiries into science through embodied learning approaches can provide rich opportunities for sense-making through kinesthetic experience, embodied imagining, and the representation of physics concepts for Black and Latinx teens when learning approaches focused on dance and dance-making. This Research in Service to Practice project builds on prior work to better understand the unique opportunities for learning, engagement, and identity development for these youth when physics is explored in the context of the Embodied Physics Learning Lab Model. The model is conceptualized as a set of components that (1) allow youth to experience and utilize their intersectional identities; (2) impact engagement with physics ideas, concepts and phenomena; and (3) lead to the development of physics knowledge and other skills. The project aims to contribute to more expansive definitions of physics and physics learning in informal spaces. While the study focuses primarily on Black and Latinx youth, the methods and discoveries have the potential to impact the teaching of physics for a much broader audience including middle- and high-school children, adults who may have been turned off to physics at an earlier age, and undergraduate physical science majors who are struggling with difficult concepts. This 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.

The research is grounded in sociocultural perspectives on learning and identity, embodied interaction and enactive cognition, and responsive design. The design is also informed by the notion of “ArtScience” which highlights commonalities between the thinking and making practices used by artists and by scientists and builds on the theoretical philosophy that all things can be understood through art or through science but integrating the two lenses allows for more complete understandings. Research will investigate the relationship between embodied learning approaches, design principles, and structures of the Embodied Physics Learning Lab model using the lenses of physics, dance, and integrated ArtScience to better understand the model. The project employs design-based research to address two overarching research questions: (1) What unique opportunities for learning, engagement, and identity development for Black and Latinx youth occur when physics is explored in the context of the Embodied Physics Learning Lab Model? and (2) How do variations in site demographics and site implementation influence the impact and scalability of the Learning Lab model? Further, the inquiry will consider (a) how youth experience and utilize their intersectional various identities in the context of the activities, structures, and essential elements of the embodied physics learning lab; (b) how youth's level of physics engagement changes depending on which embodied learning approaches and essential element structures are used; (c) the physics knowledge and other skills youth attain through the set of activities; and (d) how, if at all, the embodied learning approaches engage youth in thinking about their own agency as STEM doers. An interdisciplinary team of researchers, choreographers, and youth along with community organizations will co-design and implement project activities across four sites. Approximately 200 high school youth will be engaged; 24 will have the role of Teen Thought Partner. Through three iterative design cycles of implementation, the project will refine the model to investigate which elements most affect successful implementation and to identify the conditions necessary for scale-up. Data will be collected in the form of video, field notes, pre- and post- interviews, pre- and post- surveys, and artifacts created by the youth. Analyses will include a combination of interaction analysis, descriptive data analysis, and movement analysis. In addition to the research findings and explication of the affordances and constraints of the model, the project will also create a curricular resource, including narrative text and video demonstrations of physics concepts led by the teen thought partners, video case training modules, and assessment tools.
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TEAM MEMBERS: Folashade Cromwell Solomon Dionne Champion
resource project Public Programs
Science is a process of inquiry that involves question asking, experimentation, and exploration. However, for youth, it is often presented as settled, a fixed collection of facts, principles, and theories that can seem sterile and unimaginative. This project is designed to combat that idea. This Research in Service to Practice project brings scientists, middle school youth and choreographers together to explore unsettled scientific phenomena from a complex systems perspective using choreography and agent-based modeling (ABM), to engage all participants in cutting edge scientific inquiry. Given the ubiquity of complex systems, being able to adopt a complex systems perspective is critical to understanding the world and our relationship to it. However, research has shown that this can be a challenge, specifically for youth. While most complex systems research has not focused on the role of the body, recent studies have shown the promise and potential of embodiment as its own form of reasoning about complex systems. Thus, this project will create exploratory science spaces foregrounding embodiment in the process of scientific discovery. The program has two phases: (1) a 20-hour training workshop where scientists and choreographers engage in interdisciplinary collaborative design work, and (2) a 60-hour summer program where the researcher-practitioner partnership involving scientists, choreographers and youth engages in agent- based & embodied choreographic scientific modeling. The summer program takes place in community-based centers in Gainesville, FL and Boston, MA broadening perceptions of what science research looks like and can be. Each site will host 20 youth, two local scientists, and a local choreographer. Participants will engage in embodied collaborative inquiry, brainstorming and modeling to create choreographic representations and culminate in a public event for the community. The project aims to understand the experiences of and shifts in youth and scientists as they engage in these activities and to understand how to design such a model for informal learning. The project will also help scientists apply a complex systems lens to their own work and settled perspectives. This 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.

Using a design-based research (DBR) approach, the project will develop and expand embodied and agent-based learning theories, while also piloting, analyzing, and refining collaborative models for science learning in informal spaces. The research questions are: 1. How does engaging in the process of creating embodied and agent-based models of complex systems contribute to new ways of understanding science, de-settle ideas about the process of how science gets “made”, and impact understanding of the role of the body in making science? and 2. How can arrangements of bodies and modeling tools work together to support understanding of complex systems? The research and design are informed by three main theoretical principles: (a) science is “dance of agency”, a process of inquiry that through iterative dialogic interaction with tools, technology, and humans, produces understandings that more and more closely explain natural phenomena; (b) embodied-interactionist theories of learning allow us to understand representational sense-making by looking closely at the processes by which representations are made, not just at representational end- products; and (c) creative embodiment and agent based modeling are valuable tools for sense-making around complex science ideas and emergent phenomena. Two cycles of design, implementation, and analysis across two different informal learning sites will be conducted. Data will be collected at both sites, resulting in four implementation and data collection periods. Each round of implementation will be staggered so that reflections and lessons from an implementation can inform the next design iteration. This project will provide insights on the relationship between choreography and ABM as tools for scientific sense-making and expand ABM to consider the role of movement and bodies more broadly in physical space. It will also contribute to an understanding of how underrepresented youth’s perceptions and conceptions of science can be shaped through embodied science activities, and of the relationships these youth see between their own bodies and identities, science, and the creative arts. Finally, by involving individuals from underrepresented communities as researchers, designers, scientists, evaluators, and advisors, this project expands cross-cultural and training opportunities within the field of education and STEM research.
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TEAM MEMBERS: Dionne Champion Aditi Wagh Lauren Vogelstein
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning 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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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona