HBCUs are critical to producing a diverse and inclusive workforce as they graduate a disproportionate number of African American future STEM workers and STEM leaders. Although the National Science Foundation is fully committed to diversity and inclusion, there has been little research to determine why Historically Black Colleges and Universities are not fully participating in the NSF STEM educational research opportunities. The project will investigate the challenges, needs and support for Historically Black Colleges and Universities (HBCUs) to succeed in applying for educational research support from the National Science Foundation (NSF). Participants will be recruited from 96 HBCUs that are eligible to apply for such funding and will include the wide range of college and university administration and faculty that are involved in the preparation of research projects and related applications for research funding. The investigation will focus primarily on the Division of Research on Learning in Informal and Formal Settings (DRL) within NSF. The investigation will: 1) determine the submission rate and funding success rate of HBCUs within the DRL funding mechanisms; 2) determine why a greater proportion of HBCUs are not successful in their applications of research or do not apply; and 3) determine what factors, such as institutional support, research expertise, and professional development, could lead to a larger number of research proposals from HBCUs and greater success in obtaining funding. The project has the potential to have significant influence on the national educational and research agenda by providing empirical findings on the best approach to support and encourage HBCU participation in DRL educational research funding programs.
This exploratory research project will investigate what changes and/or supports would contribute to significantly increasing the number of applications and successful grant awards for STEM educational research project proposed by HBCUs. The project has the following research questions: (1) What factors discourage participation of HBCUs in the DRL funding mechanisms and what are the best practices to encourage participation? (2) What approaches have been successful for HBCUs to obtain DRL funding? (3) What dynamic capabilities are necessary for HBCU researchers to successfully submit STEM proposals to NSF? (4) What changes would be helpful to reduce or eliminate any barriers for HBCU applications for DRL educational research funding and what supports, such as professional development, would contribute to greater success in obtaining funding? Participants will be recruited from the 96 eligible HBCUs and will include both individuals from within the administration (e.g., Office Sponsored Programs, Deans, VP, etc.) as well as from within the faculty. The research will collect variety of quantitative and qualitative data designed to support a comprehensive analysis of factors addressing the research questions. The project will develop research findings and recommendations that are relevant to faculty, administrators, and policymakers for improving HBCU participation in research funding opportunities. Results of project research will be widely disseminated to HBCUs and other Minority Serving Institutions (MSIs) through a project website, peer reviewed journals, newsletters, and conference presentations.
This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST), the Advancing Informal STEM Learning (AISL), and the Discovery Research PreK-12 (DRK-12) programs. These programs which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' and general public knowledge and interest in science, technology, engineering, and mathematics (STEM).
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TEAM MEMBERS:
Cynthia TrawickJohn HaynesTriscia HendricksonTerry Mills
This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.
This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.
This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
Research suggests that when both science, technology, engineering, and mathematics (STEM) education and social-emotional development (SED) are supported in afterschool, summer, and other informal settings, young people can better develop skills for the future such as leadership, decision-making, and relationship-building so they could have successful careers/participation in STEM. However, researchers and practitioners working in the out-of-school time (OST) sector often do so without connections across these fields. The appeal for more integration of STEM and SED in OST program delivery and data collection has remained abstract and aspirational. This Literature Review and Synthesis project is the next step needed to move the OST field toward the intentional, explicit, and evidence-based integration of STEM and SED in research and practice. The project will create shared understanding necessary to improve program content, staff training, and evaluation. This synthesis will support future research on unified STEM+SED that can lead to more effective, equitable, and developmentally appropriate programming. Improved programming will contribute to talent development, address STEM workforce needs, and promote socioeconomic mobility to benefit children, youth, educators, and society. 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 project will systematically examine what domains and skills at the interface of STEM+SED are most researched among K-12 youth in informal STEM learning environments, compared to formal STEM educational environments. The team will further explore how gender, race, and other intersectional forms of equity can be added to the STEM+SED equation. The project team will search and appraise empirical and gray literature (2001-2020) to identify the most commonly researched domains and skills at the interface of STEM+SED in informal environments serving K-12 youth. The review and synthesis process will include four steps: search, appraisal, synthesis, and analysis. The search will begin with STEM+SED skills in four foundational domains (agency, belonging, engagement, and reflection) identified previously with experts from the fields of STEM and SED. The search will include all existing, eligible references from formal K-12 settings to contrast commonly studied domains and skills (e.g., perseverance, self-regulation, teamwork, complex problem-solving, self-awareness) in formal versus informal learning environments. The study approach will then compare these domains and skills by the demographics variables noted above. Following the creation of a strong catalog of evidence, information will be synthesized using three “pillars” for building coherence in STEM+SED integration: phenomenon (the knowing), implementation (the doing) and assessment (the result). These pillars will be used to organize and critically analyze the literature. Building conceptual coherence through a systematic review and synthesis of literature from the fields of STEM and SED will lead to greater understanding of STEM+SED in OST practice, highlight the most important content and skills to learn in informal environments, and identify when and how youth should learn specific content and skills at the interface of STEM+SED. Applying coherence to the integration of STEM+SED ensures that the principles and practices are layered carefully, in ways that avoid superficial checklists or duplication of effort and build meaningfully upon young people’s knowledge and skills. The long-term goal is to broker connections and alignment of STEM+SED across schools and OST programs. Recommendations and a roadmap to guide equitable, effective STEM+SED research, practice, and policy will result from this research.
For many youth, gaining access to quality STEM (science, technology, engineering mathematics) experiences is a challenge. Inequity and underrepresentation of youth of color in STEM persist. The makerspace movement holds great promise in broadening participation in STEM among youth from underrepresented communities. Makerspaces are defined as collaborative workspaces inside a library, school, or other community location designed for creating, learning, exploring, and sharing with high- to low-tech tools. Despite the availability of making programs focused on STEM activities targeted towards youth of color, the field has few models for designing these programs in ways that build upon youths’ cultural assets and desires for making. Working collaboratively with youth, families, and maker educators in Lansing, Michigan, and Greensboro, North Carolina, this project aims to deepen the field’s understanding about the rich and deep ingenuity in STEM-based making that youth from underrepresented communities can engage. These insights will be leveraged towards advancing community-based maker programming across four community-based makerspaces. The project will also build capacity among STEM-oriented maker educators, researchers, and youth. This model is important because the voices and perspectives of families and communities have been largely absent from the formative knowledge and theory-building processes of the field of makerspace education.
This project will build new knowledge about how and why youth and families make at home, in communities, and in STEM-based maker programs. Collaborators for the project include the University of Michigan, the University of North Carolina at Greensboro, and four STEM- and youth-oriented making spaces in Lansing, Michigan, and Greensboro, North Carolina. This project will take place in two phases, exploring two main research questions: 1) What are the learning results of making at home and in the community? And 2) How do youth organize community resources for sustained STEM making, and what facilitates or hinders such organization? Phase one investigates the community resources (people, tools, materials, knowledge, data, and spaces) youth leverage towards making and how they do so across time. The project will study how youth connect these resources to STEM-rich making and what youth and families learn in the process. In phase two, design-based research will be used to apply phase one insights to the design of community-based STEM-rich maker programs in four maker clubs in Michigan and North Carolina. This work will develop an understanding of youths’ family and community-based STEM-based making practices, including the community resources (people, tools, materials, knowledge, data, and spaces) that youth leverage.
This Research in Service to Practice project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.
This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.
This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
Informal STEM learning environments, programs, and policies can be designed to support and promote neurodiversity through inclusive practices. This project will explore the benefits of informal STEM learning for K-12 neurodiverse learners through a systematic review and meta-analysis of extant literature and research grounded in the theory of social model of ability. This framework is an asset-based approach and aims to promote social, cognitive, and physical inclusion, leading to positive outcomes. Using various quantitative and qualitative methodologies, this project endeavors to collect and synthesize the evidence for supporting and enhancing accessibility and inclusiveness in informal STEM learning for K-12 neurodiverse learners. It will explore key features of informal STEM learning and effective, evidence-based strategies to effectively engage children and youth with neurological conditions such as autism spectrum disorder, attention deficit hyperactivity disorder (ADHD), dyslexia, and dyspraxia, in informal STEM learning environments. The findings of this complex synthesis will provide a timely contribution to deeper understanding of supports for neurodiversity while also highlighting areas that inform further research, shifts in practice, and policy.
The systematic review will occur over a two-year period. It will focus on identifying program elements that promote inclusion of children and youth with neurodevelopmental disabilities in informal STEM learning contexts. Specifically, the review will explore two overarching research questions and several sub-research questions:
RQ1. What program elements (teaching and learning variables) in informal STEM learning settings facilitate inclusion of K-12 neurodiverse STEM learners? Sub-RQ1a: What are the overlapping and discrete characteristics of the program elements that facilitate social, cognitive, and physical inclusion?
Sub-RQ1b: In what ways do the program elements that facilitate inclusion vary by informal STEM learning setting?
RQ2: What program elements (teaching and learning variables) in informal STEM learning settings are correlated with benefits for K-12 neurodiverse STEM learners? Sub-RQ2a: What are the overlapping and discrete characteristics of the program elements that correlate with increased STEM identity, self- efficacy, interest in STEM, or STEM learning?
Sub-RQ2b: In what ways do the program elements that correlate with positive results for students vary by informal STEM learning setting? The research synthesis will consider several different types of studies, including research and evaluation; experimental and quasi-experimental designs; quantitative, qualitative, and mixed methods; and implementation studies.
The research team will (a) review all analyses and organize findings to illustrate patterns, factors, and relationships, (b) identify key distinctions and nuances derived from the contexts represented in the literature, and (c) revisit and confirm the strength of evidence for making overall assertions of what works, why, and with whom. The findings will be disseminated in practice briefs, journal articles, the AISL resource center, as well as presentations and materials for researchers, practitioners, and informal STEM leaders. Ultimately, this work will result in a comprehensive synthesis of effective informal STEM learning practices for neurodiverse K-12 learners and identify opportunities for further research and development.
This literature review and meta-analysis 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.
The AI behind Virtual Humans Exhibit aims to communicate to the public about the capabilities and impact of artificial intelligence (AI) through AI technologies used in Virtual Humans including facial recognition and natural language processing. AI has and will continue to profoundly impact society in the United States and around the globe. It is important to prepare the nation’s youth and the future workforce with fundamental knowledge of AI. Informal settings, such as museums, offer open and flexible opportunities in helping youth and the general public learn about AI. Virtual Humans provide an ideal vehicle to illustrate many fields of AI, as AI is arguably the science of building intelligence that thinks and acts like humans. Led by a multidisciplinary team of researchers with expertise in AI, learning design, and assessment from the Institute for Creative Technologies at University of Southern California and the Lawrence Hall of Science at University of California, Berkeley, this project will develop a Virtual Human exhibit to engage visitors through structured conversations with a Virtual Human, while showcasing how AI drives the Virtual Human’s behavior behind the scenes. The exhibit will include collaborative learning experiences for visitors such as parent-child, siblings and peers to explore what AI is and is not, what AI is and is not capable of, and what impact it will have on their lives.
The project will investigate three research questions: (1) How can a museum exhibit be designed to engage visitor dyads in collaborative learning about AI? (2) How can complex AI concepts underlying the Virtual Human be communicated in a way that is understandable by the general public? And (3) How does and to what extent the Virtual Human exhibit increase knowledge and reduce misconceptions about AI?
The project leverages existing conversational Virtual Human technology developed through decades of collaborative research in AI, including machine vision, natural language processing, automated reasoning, character animation, and machine learning. Set in the informal setting of a museum, the exhibit will be designed following evidence-based research in Computer Supported Collaborative Learning. The project team will use a mixed methods design, drawing on design-based research methodologies and experimental studies. The research team will conduct analysis of visitor observations and interviews for iterative formative improvement. Randomized experimental studies will be conducted in both lab and naturalistic environments to gauge visitor knowledge about AI. Quasi-experimental analyses will be performed to study the relationship between engagement with exhibit features and AI knowledge. The project will produce an interactive exhibit with a Virtual Human installed at the Lawrence Hall of Science and other participating museums, and instruments to measure AI learning. The project will also produce a website where visitors can experience parts of the exhibit online and continue more in-depth learning about AI and the Virtual Human technology. The project holds the potential for producing theoretical and practical advances in helping the general public develop an understanding of AI capability and ethics, advancing knowledge in the process through which young learners develop knowledge about AI, and formulating design principles for creating collaborative learning experiences in informal settings. The results will be disseminated through conference presentations, scholarly publications, and social media. The Virtual Human exhibit will be designed for dissemination and made available for installations at informal science education communities.
Recent studies have advocated for a shift toward educational practices that involve learners in actively contributing to science, technology, engineering, and mathematics (STEM) as a shared and public endeavor, rather than limiting their involvement to the construction of previously established knowledge. Prioritizing learners’ agency in deciding what is worth knowing and how learning takes place may create more equitable and inclusive learning experiences by centering the knowledge, cultural practices, and social interactions that motivate learning for people across ages, genders, and backgrounds. In informal learning environments, families’ social interactions are critical avenues for STEM learning, and science centers and museums have developed strategies for prompting families’ sustained engagement and conversation at STEM exhibits. However, exhibits often guide visitors’ exploration toward predetermined insights, constraining the ways that families can interact with STEM content, and neglecting opportunities to tap into their prior knowledge. Practices in the maker movement that emphasize skill-building and creative expression, and participatory practices in museums that invite visitors to contribute to exhibits in consequential ways both have the potential to reframe STEM learning as an ongoing, social process that welcomes diverse perspectives. Yet little is known about how these practices can be scaled, and how families themselves respond to these efforts, particularly for the diverse family audiences that science centers and museums aim to serve. Further, although gender and ethnicity both affect learning in informal settings, studies often separate participants along a single dimension, obscuring important nuances in families’ experiences. By addressing these outstanding questions, this research responds to the goals of the Advancing Informal STEM Learning (AISL) program, which seeks to advance evidence-based understanding of the design and development of STEM learning opportunities for the public in informal environments. This includes providing multiple pathways for broadening engagement in STEM learning experiences and advancing innovative research on STEM learning in informal environments.
Research will address (1) how families perceive and act on their collective epistemic agency while exploring STEM exhibits (i.e., how they work together to negotiate and pursue their own learning goals); (2) whether and how families’ expressions of agency are influenced by gender and ethnicity; and (3) what exhibit design features support expressions of agency for the broadest possible audience. Research studies will use interviews and observational case studies at a range of exhibits with distinct affordances to examine families’ epistemic agency as a shared, social practice. Cultural historical activity theory and intersectional approaches will guide qualitative analyses of families’ activities as systems that are mediated by the physical environment and social setting. Education activities will involve an ongoing collaboration between researchers, exhibit designers, educators, and facilitators (high-school and college-level floor staff), using a Change Laboratory model. The group will use emerging findings from the research to create a reflection tool to guide the development of more inclusive learning experiences at STEM exhibits, and a set of design principles for supporting families’ expressions of agency. A longitudinal ethnographic study will document the development of inclusive exhibit design practices throughout the project as well as how the Change Lab participants develop their sociocultural perspectives on learning and exhibit design over time. Analyzing these shifts in practice within the Change Lab will provide a deeper understanding of what works and what is difficult or does not occur when working toward infrastructure change in museums. By considering how multiple aspects of families’ identities shape their learning experiences, this work will generate evidence-based recommendations to help science centers and museums develop more inclusive practices that foster a sense of ownership over the learning process for the broadest possible audience of families.
This Pilot and Feasibility study will build foundational knowledge about basic aspects of STEM webcams in the United States (US) from the perspectives of both practitioners and viewers. Thousands of webcams available to the public are operated by STEM organizations, such as zoos, museums, and government agencies. Learning theory suggests that STEM webcams, especially those with accompanying interpretive tools, have the potential to offer rich informal learning opportunities. However, yet no research has quantified any aspect (cognitive, behavioral, or emotional) of viewer outcomes. This study will be the first to develop baseline data regarding cognitive, behavioral, and emotional aspects of perceived viewer experience. Project activities include:
An inventory of STEM webcams that exist in the US, the STEM disciplines they represent, learning and engagement tools they employ, the number of viewers they reach, and the resources required for their operation
A survey of webcam operators, their STEM education goals, implementation strategies, and evaluation results; and
Surveys and interviews gathering data on viewers demographics and potential increase in curiosity, interest, knowledge, and behavior toward the STEM subject. This research will provide foundational knowledge for the STEM-education and research community that quantifies and describes many facets of the population of STEM webcams in the inventory.
Research activities will take place in three distinct phases, with Phase 1 laying the groundwork for Phases 2 and 3. Phase 1: The project team will conduct a systematic internet search for all identifiable STEM related webcams. Phase 2 (operator-focused): An online survey of practitioners of webcams operated by US-based STEM organizations will be conducted using Qualtrics software. Likert scales will be used. Various hypotheses will be tested regarding webcam program objectives, operations, and evaluations from the perspective of program operators or practitioners. Phase 3 (viewer-focused): Surveys and interviews with likely viewers of STEM webcams. Using the webcam inventory built in Phase 1, the team will collaborate with 20 informal STEM institutions that agree to survey their constituents to test hypotheses regarding webcam viewing practices, such as why and how viewers watch, and perceived outcomes of viewing, such as perceived influence on their interest, attitudes, knowledge, or behavior. The findings from this study will be widely shared with informal STEM institutions and webcam operators. It will provide foundational data for future experimental studies.
Across the United States, individuals, organizations, and communities are wrestling with a wide array of challenging and persistent science, technology, engineering, and mathematics (STEM)-related problems. A few examples include ensuring more equitable access to STEM careers; building capacity for rural libraries to support STEM learning; and supporting greater cyber literacy among youth. The good news is that thousands of individuals, organizations, and communities are coming up with great ideas for how to confront these problems; many of them supported by the NSF. Unfortunately, most will encounter significant roadblocks to success along the way, but not because of bad ideas. Most change agents falter along the lengthy and often convoluted pathway between idea and successful execution because they bump up against barriers they do not expect or know how to overcome. This Pilot and Feasibility Study will create Learning Solutions, a multi-platform program designed to support those people and entities engaged in work that cultivates the public's understanding of, engagement with, and interest in STEM fields and STEM-related information. First, the project will systematically identify the real, but often unspoken issues that individuals, organizations, and communities run into as they work to bring about significant and impactful STEM-related change. Then, the project will assemble, curate, and make digitally available a collection of tools, resources and strategies designed to help someone understand and resolve these kinds of issues if and when they arise. By better understanding the experiences of change agents, the challenges they face, and the creative learning solutions they enact, this project will ensure that more change agents successfully access the learning know-how they need, when they need it, in curated, easy-to-digest formats. This award is funded by the Advanced Informal STEM Learning program which contributes to STEM engagement and literacy, workforce development, and educational success via supporting new approaches to and evidence-based understanding of STEM learning in informal environments. Learning Solutions will build capacity and will help more professionals successfully bring more good ideas to fruition.
The target audience for this Pilot & Feasibility phase of Learning Solutions will be STEM professionals working at the intersection of STEM and society across diverse sectors. It will focus on change agents -- individuals who want to be or who already are engaged in community-based, action-oriented STEM-related change projects, whether acting on their own, within an organization, or as part of a broader community of organizations. To achieve the goal of making STEM-related change easier to accomplish, Learning Solutions will implement a multi-step process. With input from five Critical Advisors, 20 Key Informants, and ultimately hundreds of change agents, project staff will: 1) Utilize an iterative process of in-depth interviews and broadly disseminated surveys to identify the major understandings, skills and processes that current and past STEM-related change agents have experienced as impediments to their success; 2) Determine how best to describe and categorize these issues across diverse problem spaces; 3) Select twelve issues, based on which are the most frequently mentioned and/or perceived to be the most critical or challenging, and research and curate the best and most authoritative resources responsive to these dozen issues; and finally, 4) Use a variety of platforms (e.g., social media, traditional media, digital and in print publications, podcasts, panels, and group presentations) and utilization metrics to ensure effective digital delivery of potential solutions to the selected issues. By the project's end, we will have identified some of the key challenges the STEM-related change agents who work in communities across America regularly encounter, as well as the feasibility of developing a mechanism for helping those change agents discover preexisting and readily accessible resources to assist them in resolving those challenges.
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:
John H FalkElysa CorinStacey Sheehan
The Advancing Informal STEM Learning (AISL) program seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. An ongoing challenge to the design of effective STEM learning exhibits for diverse young children is the absence of reliable and evidence-based resources that designers can apply to the design of STEM exhibits that draw upon play as a child's primary pedagogy, while simultaneously engaging children with STEM content and processes that support development of STEM skills such as observation. To address these challenges, the project team will use a collaborative process in which learning researchers and informal STEM practitioners iteratively develop, design, and test the STEM for Play Framework that could then be applied to the design of STEM-focused exhibits that support play and STEM skill use among early learners.
This Research in Service to Practice project will address these questions: 1) What is a framework for play in early STEM learning that is inclusive of children's cultural influences?; 2) To what extent do interactions between early learners (ages 3-8) and caregivers or peers at exhibits influence the structure and effectiveness of play for supporting STEM skill development?; 3) How do practitioners link play to STEM skill development, and to what extent does a framework for play in early STEM learning assist in identifying types of play that supports early STEM skill development?; and 4) What do practitioners identify as best practices in exhibit design that support the development of STEM skills for early childhood audiences, and conversely, to what extent do practitioners perceive specific aspects of the design as influential to play? The project team will address these questions across four phases of study that will include (a) development of a critical research synthesis to inform the initial STEM for Play framework; (b) the use of surveys, focus groups, and interviews to solicit feedback from practitioners; (c) testing and revising the framework by conducting structured observations of STEM exhibits at multiple museums. The project team will use multiple analytic approaches including qualitative thematic analyses as well as inferential statistics. Results will be disseminated to children?s museums, science centers, and research communities.
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.
The science museum field is only starting to look at ways of providing visitors with opportunities for the authentic observation of complex, real-time biological phenomenon. The project will develop and research a microscope-based exhibit with pedagogical scaffolding (i.e., helpful prompts) that responds to visitors' changing views as they explore live samples and biological processes. 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. Scientific observation is a systematic, complex practice, critical in the biological sciences where investigation is heavily reliant on visual data. Using techniques and equipment similar to what scientists themselves use, the exhibit will enable visitors to see and explore the complex, dynamic visual evidence that scientists themselves see. The exhibit will use new and more affordable high-resolution imaging technology and image analysis software to make microscopic images of living organisms visible. Armed with "smart" (i.e., computer-assisted) pedagogical scaffolding that supports inquiry, the project will develop exhibits that help informal learners bridge the gap between everyday observation and authentic scientific observation. The platform will incorporate strategies grounded in prior work on learning through observation that will be applicable to a range of biological content and live specimens. The project platform will be designed for use to a variety of informal science learning environments, including nature centers and mobile laboratories as well as interactive science centers. The project platform itself, including the microscope, related imaging, and learning technologies will be relatively inexpensive, bring it within reach of small science museum and schools. The exhibit will directly engage thousands of learners who visit the Exploratorium and will reach underserved audiences through partnerships with BioBus, a mobile unit that serves the New York City area, and the Noyo Center of Marine Science, a science museum that serves rural areas in Northern California.
The project will move beyond simulation and modeling of complex visual phenomena and provide learners with experiences using real visual evidence that can deeply engage them with the content and practice of biological science. By grounding the work in prior theoretical and empirical findings, project research will refine and broaden understanding of scaffolding strategies and their effect on informal science learning at exhibits. Project research will investigate how the project supports learners (1) asking productive questions (i.e., those answerable through observations) that are meaningful to them, (2) interpreting what they see, and (3) connecting their observations to biological concepts to build a more coherent understanding of the content and practice of biological disciplines. A series of comparative studies across and within venues, specimens, and content will assess engagement and scaffolding strategies, with a particular focus on appropriately integrating computational imaging techniques in a way that is responsive to the interests and needs of different venues' audiences. Project research will contribute important knowledge on ways to support informal learners who are engaged in authentic observation of biological phenomenon. Project research findings and technology resources will be widely shared with informal STEM researchers and practitioners concerned with engaging the public in current research in biology, as well as those interested in supporting observation in other disciplines (e.g., meteorology, ocean science, environmental science) that rely on an evidence base of live, dynamic, complex imagery.
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.