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resource project Media and Technology
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.
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TEAM MEMBERS: Tino Nyawelo John Matthews Jordan Gerton Sarah Braden
resource project Media and Technology
This INSPIRE award is partially funded by the Cyber-Human Systems Program in the Division of Information and Intelligent Systems in the Directorate for Computer Science and Engineering, the Gravitational Physics Program in the Division of Physics in the Directorate for Mathematical and Physical Sciences, and the Office of Integrative Activities.

This innovative project will develop a citizen science system to support the Advanced Laser Interferometer Gravitational wave Observatory (aLIGO), the most complicated experiment ever undertaken in gravitational physics. Before the end of this decade it will open up the window of gravitational wave observations on the Universe. However, the high detector sensitivity needed for astrophysical discoveries makes aLIGO very susceptible to noncosmic artifacts and noise that must be identified and separated from cosmic signals. Teaching computers to identify and morphologically classify these artifacts in detector data is exceedingly difficult. Human eyesight is a proven tool for classification, but the aLIGO data streams from approximately 30,000 sensors and monitors easily overwhelm a single human. This research will address these problems by coupling human classification with a machine learning model that learns from the citizen scientists and also guides how information is provided to participants. A novel feature of this system will be its reliance on volunteers to discover new glitch classes, not just use existing ones. The project includes research on the human-centered computing aspects of this sociocomputational system, and thus can inspire future citizen science projects that do not merely exploit the labor of volunteers but engage them as partners in scientific discovery. Therefore, the project will have substantial educational benefits for the volunteers, who will gain a good understanding on how science works, and will be a part of the excitement of opening up a new window on the universe.

This is an innovative, interdisciplinary collaboration between the existing LIGO, at the time it is being technically enhanced, and Zooniverse, which has fielded a workable crowdsourcing model, currently involving over a million people on 30 projects. The work will help aLIGO to quickly identify noise and artifacts in the science data stream, separating out legitimate astrophysical events, and allowing those events to be distributed to other observatories for more detailed source identification and study. This project will also build and evaluate an interface between machine learning and human learning that will itself be an advance on current methods. It can be depicted as a loop: (1) By sifting through enormous amounts of aLIGO data, the citizen scientists will produce a robust "gold standard" glitch dataset that can be used to seed and train machine learning algorithms that will aid in the identification task. (2) The machine learning protocols that select and classify glitch events will be developed to maximize the potential of the citizen scientists by organizing and passing the data to them in more effective ways. The project will experiment with the task design and workflow organization (leveraging previous Zooniverse experience) to build a system that takes advantage of the distinctive strengths of the machines (ability to process large amounts of data systematically) and the humans (ability to identify patterns and spot discrepancies), and then using the model to enable high quality aLIGO detector characterization and gravitational wave searches
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TEAM MEMBERS: Vassiliki Kalogera Aggelos Katsaggelos Kevin Crowston Laura Trouille Joshua Smith Shane Larson Laura Whyte
resource project Public Programs
This exploratory learning research and design project will study how to use emerging technologies to help document practices in maker-based learning experiences. Despite its established potential for consolidating learning and sense-making, project documentation is often overlooked, not prioritized or seen as burdensome and therefore not integrated into the learning experiences. The project team seeks to understand and address with practice partners the barriers to documentation by systematically exploring how to physically embed and incorporate smart tools and documentation practices into learning environments, specifically creative hands-on learning spaces, like makerspaces. The goal is to understand how to scaffold learners to become more aware, reflective and attentive to their progress towards learning outcomes by embedding supportive tools physically in space as the actions unfold. Making and maker-based learning experiences offer tremendous opportunities to more fully engage diverse learners in STEM education and build a workforce prepared for innovation. Documentation of these learning experiences, both as an authentic practice that professionals engage in as well as an assessment practice for instruction, is often not supported. The project will create open source documentation for solutions and develop supporting case studies, web resources and guides to facilitate easy uptake and adoption of promising approaches.

This proposal will make significant research contributions in three ways: (1) develop and iteratively test a suite of embedded "smart" tools designed to scaffold, manage and trace process documentation practices; (2) study the integration of these tools in formal and informal activities and programs settings and characterize their influence on instruction and the assessment of learning outcomes; (3) establish a set of rubrics based on learner data streams to aid instruction and mark learner progress. Improving documentation practices and the assessment of learning outcomes will advance making as a core STEM educational activity. Through a better understanding of why and how to place networked documentation tools sensitive to space, time and context cues, the threshold for enactment and scaffolded usage can be lowered in a broader range of settings. Ultimately, this exploratory project will not only develop an integrated set of situated documentation tools, but also help us develop hypotheses for how documentation as a mediating process productively supports learning.

The Discovery Research K-12 program (DRK-12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. The Multimedia Immersion (MI) project is will develop, pilot, and evaluate a nine-week STEM-rich multimedia production course for high school students. MI will make important contributions to the field through its efforts to design and evaluate the promises and challenges of a nine-week multimedia curriculum in multiple urban high schools. The MI course will engage teams of students to develop a personally and socially relevant storyline that guides their use of accessible audio and video technologies to create a five-minute animated video. To develop student STEM experience and provide technical support, the project will provide guidance and learning experiences in engineering (e.g., criteria, constraints, optimization, tradeoffs), science (e.g. sound, light, energy, mechanics) and multimedia technologies (e.g., computer based audio production, video editing and visualizations through animatics (i.e., shooting a succession of storyboards with a soundtrack). animatics).

Because the curriculum situates engineering and science learning in the context of multimedia production, there are natural synergies with several existing high school courses including engineering design, audio/video media production, and multimedia technology. Although these courses are typically electives in high school, developing a 5-minute animated short on a topic of interest may encourage girls and students from underrepresented groups to select this course over other electives. MI will impact 10 teachers and approximately 250 high school students per year. The project will result in the following resources: nine-week curricular unit (multimedia, science, engineering); assessments to monitor student learning of science, engineering and technology (design logs); and research on changes in student knowledge, interest, and a nine-week curricular unit (multimedia, science, engineering). Project resources will be disseminated to teachers, researchers, and curriculum and professional development providers via conference presentations, publications, and online webinars.

The MI project builds on student familiarity and interest in music, video and technology to promote an: (1) understanding of engineering design and physics and an (2) an appreciation of the fundamental role of STEM in popular culture. Project evaluation will be conducted using student surveys and an examination of work products in conjunction with implementation challenges and successes to generate evidence for the feasibility and utility of a high school multimedia course that explicitly addresses science and engineering learning. Project evaluation will use student design logs as a window into student design processes and conceptual understanding. Student design logs are an essential feature of MI curriculum design. With an appropriate structure, these design logs can inform teaching, afford an opportunity for students to reflect on their own work, and provide evidence of student thinking and learning for assessment purposes. Using student design logs as a window into students? design process and conceptual understanding is an important contribution to the engineering education community which has few options for measuring student knowledge in ways that are consistent with the hands-on, iterative nature of the design process.
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TEAM MEMBERS: Marti Louw Daragh Byrne Kevin Crowley
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a media project that created a documentary film about the Pulsar Search Collaboratory, as well as developing programming to be used both in the classroom and in diverse settings throughout the community.
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TEAM MEMBERS: Maura McLaughlin Sara Kolberg Megan Moore
resource research Public Programs
This poster provides an overview, program goals, evaluation plan, and research questions for the AISL project, Techbridge Broad Implementation: An Innovative Model to Inspire Girls in STEM Careers. The poster was presented at the 2014 AISL PI Meeting.
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TEAM MEMBERS: Techbridge Linda Kekelis
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource project Public Programs
This Nanoscale Science and Engineering Center (NSEC) is a collaboration among Harvard University, the Massachusetts Institute of Technology, the University of California—Santa Barbara, and the Museum of Science—Boston with participation by Delft University of Technology (Netherlands), the University of Basel (Switzerland), the University of Tokyo (Japan), and the Brookhaven, Oak Ridge, and the Sandia National Laboratories. The NSEC combines "top down" and "bottom up" approaches to construct novel electronic and magnetic devices with nanoscale sizes and understand their behavior, including quantum phenomena. Through a close integration of research, education, and public outreach, the Center encourages and promotes the training of a diverse group of people to be leaders in this new interdisciplinary field.
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TEAM MEMBERS: Robert Westervelt Bertrand Halperin
resource project Public Programs
The Nanoscale Science and Engineering Center entitled New England Nanomanufacturing Center for Enabling Tools is a partnership between Northeastern University, the University of Massachusetts Lowell, the University of New Hampshire, and Michigan State University. The NSEC unites 34 investigators from 9 departments. The NSEC is likely to impact solutions to three critical and fundamental technical problems in nanomanufacturing: (1) Control of the assembly of 3D heterogeneous systems, including the alignment, registration, and interconnection at three dimensions and with multiple functionalities, (2) Processing of nanoscale structures in a high-rate/high-volume manner, without compromising the beneficial nanoscale properties, (3) Testing the long-term reliability of nano components, and detect, remove, or prevent defects and contamination. Novel tools and processes will enable high-rate/high-volume bottom-up, precise, parallel assembly of nanoelements (such as carbon nanotubes, nanorods, and proteins) and polymer nanostructures. This Center will contribute a fundamental understanding of the interfacial behavior and forces required to assemble, detach, and transfer nanoelements, required for guided self-assembly at high rates and over large areas. The Center is expected to have broader impacts by bridging the gap between scientific research and the creation of commercial products by established and emerging industries, such as electronic, medical, and automotive. Long-standing ties with industry will also facilitate technology transfer. The Center builds on an already existing network of partnerships among industry, universities, and K-12 teachers and students to deliver the much-needed education in nanomanufacturing, including its environmental, economic, and societal implications, to the current and emerging workforce. The collaboration of a private and two public universities from two states, all within a one hour commute, will lead to a new center model, with extensive interaction and education for students, faculty, and outreach partners. The proposed partnership between NENCET and the Museum of Science (Boston) will foster in the general public the understanding that is required for the acceptance and growth of nanomanufacturing. The Center will study the societal implications of nanotechnology, including conducting environmental assessments of the impact of nanomanufacturing during process development. In addition, the Center will evaluate the economic viability in light of environmental and public health findings, and the ethical and regulatory policy issues related to developmental technology.
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TEAM MEMBERS: Ahmed Busnaina Nicol McGruer Glen Miller Carol Barry Joey Mead
resource project Media and Technology
Thinking SMART is a comprehensive five-year program that will encourage young women to pursue careers in science, mathematics and technology. The project focuses on girls ages 12-18, and will especially target those who are underserved and underrepresented in the sciences, including girls from diverse backgrounds and persons with disabilities. Key elements include four science/engineering module options, a two-tiered mentoring component, training, resource materials, online activities and an awards program. The modules (Material Girls, Eco Girls, Galactic Girls, Net Girls), focus on engineering, ecology, physics and computer science respectively, and will be aligned with national standards. The modules are implemented during the school year and include weekly programming, a summer camp and a spring "Women in Science and Engineering" conference organized by girls. Weekly meetings are augmented by online activities, in which girls interact with other participants and mentors, publish reports and obtain career information. Additionally, participants who complete all four modules are eligible to become paid mentors for younger participants. Five publications will be produced to support the program, including manuals for mentors (both adults and youth), module activities, a parent guide and a guide for implementation sites on community partnerships. Thinking SMART materials will be developed and piloted tested at eight sites in conjunction with Girls, Inc. affiliates in Nashua, NH, Worcester, MA, Oakridge, TN and Shelbyville, IN, with input from the Society of Women Engineers. Extensive training will also be provided for pilot programs and future dissemination. Finally the E3 Awards Program will motivate implementation sites to create high quality local programs. It is anticipated that more than 1,500 Girls, Inc. affiliates will adopt "Thinking SMART."
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TEAM MEMBERS: Brenda Stegall Janet Stanton Heather Johnston Nicholson Shalonda Murray Joe Martinez
resource project Media and Technology
The Educational Broadcasting Corporation (WNET in New York) is developing and producing a new public television project exploring cutting-edge technology. The project consists of an eight-part hourly broadcast component; six 60-second "mini-programs;" a World Wide Web component; and extensive educational outreach targeted to adults aged 25-39 and older. The topics for the eight programs in season one are: Replacements - prosthetic devices and biologically electronic artificial body parts In Search of Eve - the race to decode the human genome Light of the 21st Century - Fiber Optics Nanotechnology - molecular manipulation of materials Technospy - technologies used to gain information Sports Technology - the pursuit of better equipment and training regimes Artificial Intelligence - efforts to create computers the mimic human intelligence Appropriate Technologies - technologies that use local, inexpensive material Beth Hoppe, WNET's Director of Science Programs will serve as Executive Producer for the series. Each of the programs would be produced by an independent producer selected by WNET. Content advisors include: Angela Christiano, Departments of Dermatology, Genetics and Development, Columbia University; Sheila Sen Jasanoff, Harvard University JFK School of Government; Horace Freeland Judson, Center for History of Recent Science, George Washington University; Michio Kaku, theoretical physicist, CUNY and host, Explorations radio series; Wilfred Pinfold, Microprocessor Research Labs, Intel Corp.; and Barbara Wilson, chief technologist, NASA's Jet Propulsion Laboratory
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TEAM MEMBERS: Beth Hoppe Tamara Robinson William Grant Barbara Flagg