Having a central scientific language remains crucial for advancing and globally sharing science. Nevertheless, maintaining one dominant language also creates barriers to accessing scientific careers and knowledge. From an interdisciplinary perspective, we describe how, when, and why to make scientific literature more readily available in multiple languages through the practice of translation. We broadly review the advantages and limitations of neural machine translation systems and propose that translation can serve as both a short- and a long-term solution for making science more resilient
DATE:
TEAM MEMBERS:
Emma SteigerwaldValeria Ramírez-CastañedaDébora Y C BrandtAndrás BáldiJulie Teresa ShapiroLynne BowkerRebecca D Tarvin
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.
DATE:
-
TEAM MEMBERS:
Lisa HardyGary GoldbergerJennifer Kahn
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.
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.
As the digital revolution continues and our lives become increasingly governed by smart technologies, there is a rising need for reflection and critical debate about where we are, where we are headed, and where we want to be. Against this background, the paper suggests that one way to foster such discussion is by engaging with the world of fiction, with imaginative stories that explore the spaces, places, and politics of alternative realities. Hence, after a concise discussion of the concept of speculative fiction, we introduce the notion of datafictions as an umbrella term for speculative
Wireless radio communications, such as Wi-Fi, transmit public and private data from one device to another, including cell phones, computers, medical equipment, satellites, space rockets, and air traffic control. Despite their critical role and prevalence, many people are unfamiliar with radio waves, how they are generated and interact with their surroundings, and why they are the basis of modern communication and navigation. This topic is not only increasingly relevant to the technological lives of today’s youth and public, it is critical to the National Science Foundation’s Industries of the Future activities, particularly in advancing wireless education and workforce development. In this project, STEM professionals from academia, industry and informal education will join forces to design, evaluate, and launch digital apps, a craft-based toolkit, activity guides, and mobile online professional learning, all of which will be easily accessed and flexibly adapted by informal educators to engage youth and the public about radio frequency communications. Experiences will include embodied activities, such as physically linking arms to create and explore longitudinal and transverse waves; mobile experiences, such as augmented reality explorations of Wi-Fi signals or collaborative signal jamming simulations; and technological exploration, such as sending and receiving encrypted messages.
BSCS Science Learning, Georgia Tech, and the Children’s Creativity Museum (CCM) with National Informal STEM Education Network (NISE Net) museum partners will create pedagogical activity designs, digital apps, and a mobile online professional learning platform. The project features a rigorous and multipronged research and development approach that builds on prior learning sciences studies to advance a learning design framework for nimble, mobile informal education, while incorporating the best aspects of hands-on learning. This project is testing two related hypotheses: 1) a mobile strategy can be effective for supporting just-in-time informal education of a highly technical, scientific topic, and 2) a mobile suite of resources, including professional learning, can be used to teach informal educators, youth, and the general public about radio frequency communications. Data sources include pre- and post- surveys, interviews, and focus groups with a wide array of educators and learners.
A front-end study will identify gaps in public understanding and perceptions specific to radio frequency communications, and serve as a baseline for components of the summative research. Iterative formative evaluation will incorporate participatory co-design processes with youth and informal educators. These processes will support materials that are age-appropriate and culturally responsive to not only youth, with an emphasis on Latinx youth, but also informal educators and the broader public. Summative evaluation will examine the impact of the mobile suite of resources on informal educators’ learning, facilitation confidence and intentions to continue to incorporate the project resources into their practice. The preparation of educators in supporting public understanding of highly technological STEM topics can be an effective way for supporting just-in-time public engagement and interests in related careers. Data from youth and museum visitors will examine changes to interest, science self-efficacy, content knowledge, and STEM-related career interest. If successful, this design approach may influence how mobile resources are designed and organized effectively to impact future informal education on similarly important technology-rich topics. All materials will be released under Creative Commons licenses allowing for widespread sharing and remixing; research and design findings will be published in academic, industry, and practitioner journals.
This project is co-funded by two NSF programs: 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. The Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers.
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.
Refugee youth are particularly vulnerable to STEM disenfranchisement due to factors including limited or interrupted schooling following displacement; restricted exposure to STEM education; and linguistic, cultural, ethnic, socioeconomic, and racial minority status. Refugee youth may experience a gap in STEM skills and knowledge, and a conflict between the identities necessary for participation in their families and communities, and those expected for success in STEM settings. To conduct research to better understand these challenges, an interrelated set of activities will be developed. First, youth will learn principles of physics and computing by participating in cosmic ray research with physicists using an instructional approach that builds from their home languages and cultures. Then youth periodically share what they are learning in the cosmic ray research with their parents, siblings, and science teachers at family and community science events. Finally, youth conduct reflective research on their own STEM identity development over the course of the project. Research on learning will be conducted within and across these three strands to better understand how refugee youth develop STEM-positive identities. This project will benefit society by improving equity and diversity in STEM through (1) creating opportunities for refugee youth to participate in physics research and to develop computing skills and (2) producing knowledge on STEM identity development that may be applied more broadly to improve STEM education. Deliverables from this project include: (a) research publications on STEM identity and learning; (b) curriculum resources for teaching physics and computing to multilingual youth; (c) an online digital storytelling exhibit offering narratives about belonging in STEM research which can be shared with STEM stakeholders (policy makers, scientists, educators, etc.); and (d) an online database of cosmic ray data which will be available to physicists worldwide for research purposes. This Innovations in Development proposal 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 program is designed to provide multiple contexts, relationships, and modes across and within which the identity work of individual students can be studied to look for convergence or divergence. To achieve this goal, the research applies a linguistic anthropological framework embedding discourse analysis in a larger ethnography. Data collected in this study include field notes, audio and video recordings of naturalistic interactions in the cosmic ray research and other program activities, multimodal artifacts (e.g., students' digital stories), student work products, interviews, and surveys. Critically, this methodology combines the analysis of identity formation as it unfolds in moment-to-moment conversations (during STEM learning, and in conversations about STEM and STEM learning) with reflective tasks and the production of personal narratives (e.g., in digital stories and interviews). Documenting convergence and divergence of STEM identities across these sources of data offers both methodological and theoretical contributions to the field. The research will offer thick description of the discursive practices of refugee youth to reveal how they construct identities related to STEM and STEM disciplines across settings (e.g., during cosmic ray research, while creating digital stories), relationships (e.g., peer, parent, teacher), and the languages they speak (e.g., English, Swahili). The findings will be of potential value to instructional designers of informal learning experiences including those working with afterschool, museums, science centers and the like, educators, and scholars of learning and identity.
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.
DATE:
-
TEAM MEMBERS:
Tino NyaweloJohn MatthewsJordan GertonSarah Braden
This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. COVID-19 presents a national threat to the health of children and families, presenting serious implications for the mental and physical health of children. Child development scientists have already warned of increasing stress levels among the U.S. child population, especially those in low-income families of color. In addition, Latino children are disproportionately impoverished, and benefit from culturally relevant information. Parents and caregivers need to be armed with effective science-based strategies to improve child prospects during this global crisis. Harnessing well-established partnership (including with local TV news partners and parent-serving organizations) strengthens the potential for broad impacts on the health and well-being of children and families during the COVID-19 pandemic. As the pandemic persists, widely disseminating accurate research-based strategies to support parents and families, with a focus on low-income Latino parents, is crucial to meeting the needs of the nation's most vulnerable during this global crisis. The award addresses this urgent need by producing research-based news videos on child development for distribution on broadcast television stations that reach low income Latino parents. The videos will communicate research-based recommendations regarding COVID-19 in ways that are relatable to Latino parents and lead to positive parenting during this pandemic. A "how to" video will also be produced showing parents how to implement some of the practices. Project partners include Abriendo Puertas, the largest U.S. parenting program serving low-income Latinos, and Ivanhoe Broadcasting.
Research questions include: 1) What information do parents need (and potentially what misinformation they are being exposed to)? 2) What are they sharing? 3) How does this vary geographically? 4) Can researchers detect differences in public engagement in geographic areas where TV stations air news videos as compared to areas that don't? This project will use data and communication science research strategies (e.g. natural language processing from online sites where parents are asking questions and sharing information) to inform the content of the videos and lead to the adoption of featured behaviors. Data from web searches, public Facebook pages, and Twitter posts will be used to gain a window into parents' main questions and concerns including information regarding hygiene, how to talk about the pandemic without frightening their children, or determining veracity of what they hear and see related to the pandemic.
This organic approach can detect concerns that parents may be unlikely to ask doctors or discuss in focus groups. Methodologically, the researchers will accomplish this by natural language analysis of the topics that parents raise; the words and phrases they use to talk about specific content; and any references to external sources of information. Where possible, the researchers will segment this analysis by geography to see if there are geographical differences in information needs and discourse. A research brief will share new knowledge gained with the field on how to respond to national emergencies, such as the COVID-19 pandemic, using local TV news and reinforcement of messages across contexts. The findings from this award will provide a knowledge base that can be utilized to better inform responses to national emergencies in the future. By broadly disseminating these findings through a research brief, the project?s innovative research will advance the field of communication science.
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.
We developed a multi-touch interface for the citizen science video game Foldit, in which players manipulate 3D protein structures, and compared multi-touch and mouse interfaces in a 41-subject user study. We found that participants performed similarly in both interfaces and did not have an overall preference for either interface. However, results indicate that for tasks involving guided movement to dock protein parts, subjects using the multi-touch interface completed tasks more accurately with fewer moves, and reported higher attention and spatial presence. For tasks involving direct
DATE:
TEAM MEMBERS:
Thomas MuenderSadaab Ali GulaniLauren WestendorfClarissa VerishRainer MalakaOrit ShaerSeth Cooper
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people
DATE:
TEAM MEMBERS:
Simona CerratoFrancesca RizzatoLucia TealdiElena Canel
This article reflects the results of the project “Open Access Statistics”, which was designed to collect standardized usage figures for scientific documents. The data gathered were primarily intended to provide impact values based on document usage for Open Access documents as these were excluded from databases used to provide citation based impact scores. The project also planned the implementation of more sophisticated procedures such as network analyses, but was confronted with complex legal requirements.
This commentary introduces a preliminary conceptual framework for approaching putative effects of scholarly online systems on collaboration inside and outside of academia. The first part outlines a typology of scholarly online systems (SOS), i.e., the triad of specialised portals, specialised information services and scholarly online networks which is developed on the basis of nine German examples. In its second part, the commentary argues that we know little about collaborative scholarly community building by means of SOS. The commentary closes with some remarks on further research questions