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resource research Public Programs
The aim of this review of the literature is to identify what we already know about the engagement of children aged under eight in makerspaces. Given the limited literature in the area, the review takes a broader look at makerspaces for older children where relevant. This is not a systematic review; its aim is not to offer an exhaustive account of all of the research conducted in the area. Rather, this narrative review provides an introduction to key aspects of research on makerspaces and enables the identification of themes dominant in the field, and those areas where more research is needed
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TEAM MEMBERS: Jackie Marsh Kristiina Kumpulainen Bobby Nisha Anca Velicu Alicia Blum-Ross David Hyatt Svanborg Jónsdóttir Rachael Levy Sabine Little George Marusteru Margrét Elísabet Ólafsdóttir Kjetil Sandvik Fiona Scott Klaus Thestrup Hans Christian Arnseth Kristín Dýrfjörð Alfredo Jornet Skúlína Hlíf Kjartansdóttir Kate Pahl Svava Pétursdóttir Gísli Thorsteinsson University of Sheffield
resource research Public Programs
In this article we explore how activity design and learning contexts can influence youth failure mindsets through a case study of five youth who described failure as sometimes a good thing and sometimes a bad thing (a perspective we characterize as Failure as Mosaic, described in the article). These youth and their descriptions of failure-positive and failure-negative experiences offer a unique opportunity to identify how experiences can be designed to support learning and persistence. In order to understand differing views of failure among youth, we researched the following questions:
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resource research Media and Technology
Participants in this study reported a variety of resources used in the past to learn to code in Apex, including online tutorials, one-day classes sponsored by Salesforce, and meet-up groups focused on learning. They reported various difficulties in learning through these resources, including what they viewed as the gendered nature of classes where the men already seemed to know how to code—which set a fast pace for the class, difficulty in knowing “where to start” in their learning, and a lack of time to practice learning due to work and family responsibilities. The Coaching and Learning Group
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resource project Public Programs
This three-year research and implementation project empowers middle school LatinX youth to employ their own assets and funds of knowledge to solve community problems through engineering. Only 7% of adults in the STEM job cluster are of Hispanic/Latino origin. There is a continuing need for filling engineering jobs in our current and future economy. This project will significantly broaden participation of LatinX youth in engineering activities at a critical point as they make career decisions. Design Squad Global LatinX expands on a tested model previously funded by NSF and shown to be successful. It will enable LatinX youth to view themselves as designers and engineers and to build from their strengths to expand their skills and participation in science and engineering. The project goals are to: 1) develop an innovative inclusive approach to informal engineering education for LatinX students that can broaden their engineering participation and that of other underrepresented groups, (2) to galvanize collaborations across diverse local, national, and international stakeholders to create a STEM learning ecosystem and (3) to advance knowledge about a STEM pedagogy that bridges personal-cultural identity and experience with engineering knowledge and skills. Project deliverables include a conceptual framework for a strength-based approach to engineering education for LatinX youth, a program model that is asset based, a collection of educational resources including a club guide for how to scaffold culturally responsive engineering challenge activities, an online training course for club leaders, and a mentoring strategy for university engineering students working with middle school youth. Project partners include the global education organization, iEARN, the Society of Women Engineers, and various University engineering programs.

The research study will employ an experimental study design to evaluate the impact on youth participating in the Design Squad LatinX programs. The key research questions are (1) Does participation increase students' positive perceptions of themselves and understanding of engineering and global perspectives? (2) To what extent do changes in understanding engineering vary by community (site) and by student characteristics (age, gender, ethnicity)? (3) Do educators and club leaders increase their positive perceptions of youths' funds of knowledge and their own understanding of engineering? and (4) Do university mentors increase their ability to lead informal engineering/STEM education with middle school youth? A sample from 72 local Design Squad LatinX clubs with an enrollment of 10-15 students will be drawn with half randomly assigned to the participant condition and half to the control condition. Methods used include pre and post surveys, implementation logs for checks on program implementation, site visits to carry out observations, focus groups with students and interviews with adult leaders. Data will be analyzed by estimating hierarchical linear models with observations. In addition, in-situ ethnographically-oriented observations as well as interviews at two sites will be used to develop qualitative case studies.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Mary Haggerty
resource project Public Programs
Informal learning institutions, such as science centers and museums, are well-positioned to broaden participation in engineering pathways by providing children from underrepresented groups with motivational, self-directed engineering design experiences. Though many informal learning institutions offer opportunities for young visitors to engage in engineering activities, little is known about the specific features of these activities that support children's motivation in engineering design processes such as problem scoping, testing, and iteration. This project will address this gap and advance foundational knowledge by identifying features of engineering design activities, as implemented within an informal setting, which support underrepresented children's engineering motivation and persistence in engineering tasks. Researchers at New York Hall of Science (NYSCI) will observe children interacting with families and museum educators as they engage in different engineering design activities in NYSCI's Design Lab, an exhibition space devoted to hands-on exploration of engineering design. They will also survey and interview the children and their caregivers about these experiences. Analyses of these data sources will result in a description of features of design activities foster motivation and task persistence in engineering design. Findings will be disseminated nationally to other informal learning institutions, which in turn can use the knowledge generated from this project to create motivational, research-based, field-tested engineering design experiences for young visitors, especially for children from underrepresented groups. The experiences may encourage children to further pursue engineering pathways, resulting in a diversified engineering workforce with the potential to drive and sustain national innovation and global technological leadership.

This project uses the framework of goal orientation, defined as learners' self-reflection of why and how they engage in tasks, to understand whether, how, and why underrepresented 7-12-year-olds engage in engineering design activities in an informal learning institution. Though previous research has suggested that goal orientation is strongly, positively related to learning and motivation in formal settings such as schools, research in informal settings has not robustly accounted for the role of goal orientation in participants' engagement with learning tasks in these unique learning environments. To better understand how children's goal orientations contribute to their motivation in engineering in informal learning institutions, researchers will answer the following research questions: (1) What are underrepresented children's goals and goal orientations while participating in engineering design activities in an informal setting? (2) What contextual factors--including facilitation strategies, materials, task relevance, and social interactions with family members--may support or discourage the adoption of different goal orientations? (3) How do goal orientations relate to children's learning experience in the engineering design activities and the likelihood that they will test and iterate their solutions? These questions will be answered through a mixed-method research study conducted with approximately 200 families, with children aged 7-12, recruited from underrepresented groups. Semi-structured clinical interviews, conducted with 20% of the children and their caregivers, as well as observations and surveys gathered from all families, will provide information on the children's goal orientation and engagement as they relate to specific engineering design activities. Qualitative content analyses and multilevel structural equation modeling will result in findings that will be disseminated widely to other institutions of informal learning. Ultimately, this project will generate new empirical knowledge regarding the features of engineering design activities in informal learning environments that increase engineering engagement and motivation among underrepresented children, thereby broadening participation in engineering pathways.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: ChangChia James Liu Dorothy Bennett Katherine Culp
resource project Public Programs
The project will develop and research the ways in which maker education activities can be leveraged to support intergenerational learning in hyper-vulnerable populations, such as families with an incarcerated parent. Maker education is often linked to STEM learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. Research has shown that maker education activities support STEM learning and creativity, the development of STEM identities and dispositions, and create pathways towards STEM careers. The project will develop a series of project activities including bringing Science, Technology, Engineering, and Mathematics (STEM) learning experts to a women's minimum-security facility for lectures on research and a set of workshops exploring maker activities for the incarcerated women and their children. By researching trauma-informed maker practices for families with an incarcerated parent, the project will develop research findings related to and practical resources for supporting these practices in other informal STEM learning contexts.

While evidence shows that maker pedagogy can be effective in supporting STEM learning for diverse populations, little is known about how it might support STEM learning for incarcerated women and their children. The project will investigate: (1) the everyday STEM practices of incarcerated women and their children and how these practices can be supported and extended through maker activities; (2) how incarcerated women and their children are perceived with respect to STEM and the impact these perceptions have on developing STEM identities; and (3) what design principles for developing STEM learning emerge through the project research. Program activities and related research will be designed and researched through the collaboration of incarcerated women, university researchers from the project university partners, the Saint Louis University Prison Program, and the Federal Correctional Institution-Camp (Greenville Women's Minimum Security Facility). The project will use Social Design Experimentation (SDE) as the primary research method, which is used to design and study education interventions on site. SDE is unique in that participants, researchers and other stakeholders collaborate to meet the goals of the project and related research. Project deliverables, which will be widely disseminated to researchers and educators, will include articles in peer-reviewed and educator publications, strategies and design principles for developing maker education opportunities for hyper-vulnerable populations, and practical recommendations for a maker kit to facilitate STEM maker education activities and family interaction.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Cynthia Graville
resource research Public Programs
We examined the conversational reflections of 248 families with 6–11‐year‐old children shortly after they visited a tinkering exhibit. Our aim was to understand the conditions of tinkering and conversational reflection that can enhance STEM learning opportunities for young children. We discuss implications for the design of tinkering and reflection activities that can both reveal and advance STEM learning.
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TEAM MEMBERS: Lauren Pagano Catherine Haden David Uttal Tsivia Cohen
resource project Exhibitions
The project will refine, research and disseminate making exhibits and events that the museum has developed and tested to support early engineering skill development. The project will use cardboard, a familiar and flexible material, to support the activities. The goal is to develop insights and resources for informal educators across the museum field and beyond into how to effectively structure and facilitate open-ended maker education experiences for visitors that expand the number and kinds of museums and families who can engage in these activities. Maker education is often linked to Science, Technology, Engineering and Mathematics (STEM) learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. To address patterns of inequitable access to and participation in both formal and informal learning opportunities, the project will be designed to engage families from under-represented communities and research how they participate in informal engineering activities and environments. The project will make a suite of resources available for museums and other ISE practitioners that will be developed through iterative testing at all of the different settings. These resources will be made widely available via an open access online portal.

The project will research how effectively the use of cardboard making exhibits and events engage families, particularly families from underrepresented groups, in STEM and early engineering. The project's theoretical framework combines elements of: (1) learning sciences theories of family learning in museums; (2) making as a learning process; (3) early engineering practices and dispositions, and (4) equity in museums and the maker movement. The research will be conducted within two multi-month implementations of a large-scale Cardboard Engineering gallery at the Science Museum of Minnesota and two-week scaled implementations of the gallery at each of three recruited partner museum sites. The project design interweaves evaluation and research aims. Paired observations and surveys will be used to research how effectively the project is working in different venues. This integration of research and evaluation will generate a large data set from which to generalize about cardboard making across contexts. Case studies will be used to identify barriers to engagement that can be remedied, but they will provide a rich data set for understanding family learning and engineering in making. Research findings and products will be posted on the Center for Informal Science Education website and submitted for publication in peer-reviewed journals such as Visitor Studies, ASTC Dimensions, the Journal of Pre-College Engineering Education Research and others.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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resource project Public Programs
Consideration of the needs of individuals with a wide range of disabilities is not always considered in the early design stages of an informal STEM learning (ISL) activity or program. The primary access approach for people with disabilities becomes the provision of accommodations once the ISL product or environment is created. In contrast, the Universal Design approach considers users with a wide range of characteristics throughout the design process and works to create products and environments that are accessible, usable, and inclusive. This project, called AccessISL, led by the University of Washington's DO-IT (Disabilities, Opportunities, Internetworking and Technology) Center and Museology Program, includes an academic museology program and local ISL sites, representing museums, zoos, aquariums, makerspaces, science centers, and other sites of informal STEM learning. Insights will be gained through the engagement of people with disabilities, museology graduate students and faculty, and ISL practitioners. The AccessISL project model, composed of a set of approaches and interventions, builds on existing research and theory in the fields of education science, change management, effective ISL practices, and inclusive design processes. The project will collect evidence of policies and practices (or lack thereof) that improve the inclusiveness of ISL with respect to a wide range of disabilities and considers approaches for the design and development of new strategies; explores what stakeholders need to make change happen; uncovers challenges to the adoption of inclusive practices in public ISL settings and explores ways to overcome them; and proposes relevant content that might be included in museology curriculum. 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. 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.

This project addresses the following two objectives:


For ISL personnel and museology faculty: to increase knowledge, skills, and actions to make ISL programs, facilities, courses, and resources more welcoming and accessible to participants with disabilities and embed relevant practices within their work.
For postsecondary STEM students with disabilities and museology students: to increase knowledge and skills in advocating for ISL offerings that are welcoming and accessible to everyone, including those with a wide variety of disabilities, and to encourage individuals with disabilities to pursue careers in ISL.


The project employs a student-centered approach and a set of practices that embrace the social model of disability, social justice education, disability as a diversity issue, intersectionality, and Universal Design. A leadership team of interns--each member a STEM student with a disability or a museology graduate student--along with project staff will engage with the University of Washington's Museology Program to identify and implement strategies for making ISL activities and courses more welcoming and accessible to individuals with disabilities. An online community of practice will be developed from project partners and others nationwide. A one-day capacity building institute will be held to include presentations, student/personnel panels for sharing project and related experiences, and group discussions to explore issues and further identify systemic changes to make ISL programs more welcoming and accessible to individuals with disabilities. As prototypes of the AccessISL Model are developed, evaluation activities will primarily be formative (looking for strengths and weaknesses) and remedial (identifying/implementing changes that could be made to improve the model). The model will continue to be fine-tuned through formative evaluation. Evaluation of the model components will focus on the experience of a range of stakeholders in the project. Specifically, quantitative data collected will include levels and quality of engagement, accessibility recommendations and products developed, and delivery of ISL services. Qualitative data will be collected through observations, surveys, focus groups, interviews, and case studies.

AccessISL project products will include proceedings of an end-of-project capacity building institute, promising practices, case studies, a video, and other online resources to help ISL practitioners and museology faculty that will result in making future ISL opportunities more inclusive of people with disabilities. AccessISL will advance knowledge and ensure long-term impact using multiple strategies:


broadening the STEM participation of people with disabilities as well as women, racial/ethnic minorities, and other underrepresented groups through the application of universal design
strengthening associations and creating synergy and durable relationships among stakeholders,
encouraging teaching about disability, accessibility, and universal design in museology courses,
empowering students with disabilities and current and future ISL practitioners to advocate for accessible ISL and develops an infrastructure to promote accessible ISL programs nationwide, and
contributing to the body of promising practices with products that will (a) enhance understanding of issues related to the inclusion of people with disabilities in ISL programs and (b) promote inclusive practices.


Outcomes will benefit society by making STEM opportunities available to more people and enhancing STEM fields with the talents and perspectives of people with disabilities.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Sheryl Burgstahler Meena Selvakumar
resource project Public Programs
While prior research has explored the reasons adults seek learning opportunities, little is known about the factors that moderate older adults' desire to participate in particular learning experiences. This study will contribute to understanding strategies that engage older adults in STEM learning in informal settings. The specific informal STEM Learning (ISL) experience to be studied here involves the innovative use of a carefully structured multigenerational team engineering design challenge that incorporates the engineering design process, recognized as integrative approach to STEM. The project will develop and pilot new tools to measure the impacts of the ISL experience on older adults. The work will ultimately generate new knowledge that supports general measurement practices through the rigorous, systematic development of measures of older adult learning.

During the 18-month pilot study, the team will: (a) develop and test methods for measuring engagement in informal STEM learning and STEM advocacy in adults 50+ years of age; and (b) explore factors that lead to the engagement of this population in ISL and that moderate the outcome of enhanced STEM advocacy. For research purposes, engagement is being defined as focus, participation, and persistence on a task. STEM advocacy is defined as a stance toward personal actions that supports or promotes a cause or policy. The study design includes use of an intergenerational team engineering design challenge involving 48 older adults as the focal ISL activity of the research. Findings from this pilot study will inform a future large-scale study of ISL environments, including specific instructional practices and resulting outcomes, for older adult learning. Defining the construct of STEM advocacy and examining its validity as a potentially measurable outcome will better position the field to design and evaluate more effective older adult learning experiences.

Project results will be disseminated widely through the literature on ISL, adult education and research tool development, as well as existing practitioner networks. The project's connection with networks of lifelong learning institutes creates additional infrastructure opportunities for ISL experiences, including the broader use of intergenerational learning methods and informal STEM design challenges. This Pilot & Feasibility study 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.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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TEAM MEMBERS: Lee Fleming Mac Cannady Jennifer Mangold
resource project Exhibitions
This project responds to calls to increase children's exposure and engagement in STEM at an early age. With the rise of the maker-movement, the informal and formal education sectors have witnessed a dramatic expansion of maker and tinkering spaces, programs, and curricula. This has happened in part because of the potential benefits of tinkering experiences to promote access and equity in engineering education. To realize these benefits, it is necessary to continue to make and iterate design and facilitation approaches that can deepen early engagement in disciplinary practices of engineering and other STEM-relevant skills. This project will investigate how stories can be integrated into informal STEM learning experiences for young children and their families. Stories can be especially effective because they bridge the knowledge and experiences young children and their caregivers bring to tinkering as well as the conversations and hands-on activities that can extend that knowledge. In addition, a unique contribution of the project is to test the hypothesis that stories can also facilitate spatial reasoning, by encouraging children to think about the spatial properties of their emerging structures.

This project uses design-based research methods to advance knowledge and the evidence base for practices that engender story-based tinkering. Using conjecture mapping, the team will specify their initial ideas and how it will be evident that design/practices impact caregivers-child behaviors and learning outcomes. The team will consider the demographic characteristics, linguistic practices, and funds of knowledge of the participants to understand the design practices (resources, activities) being implemented and how they potentially facilitate learning. The outcome of each study/DBR cycle serves as inputs for questions and hypotheses in the next. A culturally diverse group of 300+ children ages 5 to 8 years old and their parents at Chicago Children's Museum's Tinkering Lab will participate in the study to examine the following key questions: (1) What design and facilitation approaches engage young children and their caregivers in creating their own engineering-rich tinkering stories? (2) How can museum exhibit design (e.g., models, interactive displays) and tinkering stories together engender spatial thinking, to further enrich early STEM learning opportunities? and (3) Do the tinkering stories children and their families tell support lasting STEM learning? As part of the overall iterative, design-based approach, the team will also field test the story-based tinkering approaches identified in the first cycles of DBR to be most promising.

This project will result in activities, exhibit components, and training resources that invite visitors' stories into open-ended problem-solving activities. It will advance understanding of mechanisms for encouraging engineering learning and spatial thinking through direct experience interacting with objects, and playful, scaffolded (guided) problem-solving activities.


This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Tsivia Cohen Kim Koin Natalie Bortoli Catherine Haden David Uttal Maria Marcus
resource research Public Programs
This video captures the energy and potetial of the Designing our Tomorrow project. It is intended to complement presentations and posters about Designing our Tomorrow. The Designing Our Tomorrow project aims to develop a framework for creating exhibit-based engineering design challenges and expand an existing model of facilitation for use in engineering exhibits. Designing our Tomorrow seeks to broaden participation in engineering and build capacity within the informal science education (ISE) field while raising public awareness of the importance of sustainable engineering design practices
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TEAM MEMBERS: Marcie Benne Verónika Núñez