Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each.
A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
The employment demands in STEM fields grew twice as fast as employment in non-STEM fields in the last decade, making it a matter of national importance to educate the next generation about science, engineering and the scientific process. The need to educate students about STEM is particularly pronounced in low-income, rural communities where: i) students may perceive that STEM learning has little relevance to their lives; ii) there are little, if any, STEM-related resources and infrastructure available at their schools or in their immediate areas; and iii) STEM teachers, usually one per school, often teach out of their area expertise, and lack a network from which they can learn and with which they can share experiences. Through the proposed project, middle school teachers in low-income, rural communities will partner with Dartmouth faculty and graduate students and professional science educators at the Montshire Museum of Science to develop sustainable STEM curricular units for their schools. These crosscutting units will include a series of hands-on, investigative, active learning, and standards-aligned lessons based in part on engineering design principles that may be used annually for the betterment of student learning. Once developed and tested in a classroom setting in our four pilot schools, the units will be made available to other partner schools in NH and VT and finally to any school wishing to adopt them. In addition, A STEM rural educator network, through which crosscutting units may be disseminated and teachers may share and support each other, will be created to enhance the teachers’ ability to network, seek advice, share information, etc.