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resource research Websites, Mobile Apps, and Online Media
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Kristen-Gillespie Lynch Amy Hurst Sinéad O’Brien Ariana Riccio Wendy Martin
resource evaluation Exhibitions
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
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TEAM MEMBERS: Madeleine Pope Kate Haley Goldman William Swartout Dr. Emily Lindsey Dr. Benjamin Nye Dr. Gale Sinatra
resource project Media and Technology
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.
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resource research Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking (CT) concepts and practices. Education Development Center (EDC), WGBH’s research partner for the project, conducted an impact study with 108 English-speaking families (4- to 5-year-old children and their families) to test the promise of this CT learning intervention.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Ashley Lewis-Presser Leslie Cuellar Regan Vidiksis Camille Ferguson
resource evaluation Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking concepts and practices. This research is intended to examine the extent to which the prototyped media and activity sets support the project’s learning goals. Education Development Center (EDC), WGBH’s research partner for the project, conducted a small formative study with 16 English-speaking families (children and their caregivers) to test out these media and activity set prototypes. During the in-person video
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Leslie Cuellar
resource project Media and Technology
Reconceptualizing STEM + Computing Literacy is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance multidisciplinary integration of computing and computational thinking in K-12 science, technology, engineering, and mathematics (STEM) teaching and learning through applied research and development across one or more domains, and broadening participation in computing and computing-related fields. The project will study the integration of computational thinking as part of a new and more contemporary perspective of STEM literacy, and will design, develop, and beta-test a prototype literacy assessment tool that will measure computational thinking literacy along with measures of literacy in other STEM content areas. The tool will be available to the general public as a self-measurement application (App) that can be used by individuals to test their own literacy, and by teachers, schools, and informal educators and organizations to assess literacy development in their students and in their STEM education programs. This transdisciplinary research project will begin the process of creating an innovative approach and tool for measuring literacy that will expand the definition of literacy to include computational skills along with science reasoning. Literacy is an important concept and measurement that has traditionally been used to assess an individual's knowledge of science. This project will explore a broader literacy perspective that incorporates learning derived from out of school and one that incorporates computational skills and thinking as part of a more contemporary perspective of STEM literacy. A prototype web-based App allowing individuals and education organizations to assess literacy levels, and ways to enhance literacy, will be developed and studied. The methodology will be developed using discussions and knowledge from over 60 experts across computing, education, science, social science, and other STEM fields using a Delphi method to engage in reconceptualization of literacy. The hypothesis is that this new STEM+C literacy framework should be structured along four interacting but semi-independent domains: 1) general STEM+C knowledge; 2) self-defined areas of STEM+C knowledge and expertise; 3) attitudes and beliefs related to STEM+C; and 4) the skills and competencies necessary to participate in STEM+C related pursuits and discussions, including measures of modes of STEM+C thinking. Each of these four domains is likely to include numerous sub-domains and associated descriptors, which collectively describe the different aspects of being a STEM+C literate citizen. The application will be designed to provide feedback to individuals on their knowledge, attitudes and skills compared with those of others and suggest ways to enhance and improve their skills and understanding through an embedded feedback mechanism. This project creates public benefit by providing individuals and organizations with a responsive real-time understanding measuring STEM+C literacy, deepening the dialogue about the value of public engagement in science, engineering, technology, math and computing and revealing the dynamic factors that inform STEM+C literacy.
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resource project Media and Technology
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. In this exploratory Change Makers project, the Concord Consortium will develop, test, and evaluate a citizen science program that leverages innovative technology, such that youth engage directly with energy issues through scientific inquiry. The project will create the Infrared Street View, a citizen science program that aims to produce a thermal version of Google's Street View using an affordable infrared camera attached to a smartphone. The infrared camera serves as a high-throughput data acquisition instrument that collects thousands of temperature data points each time a picture is taken. Youth will collect massive geotagged thermal data that have considerable scientific and educational value for visualizing energy usage and improving energy efficiency at all levels. The Infrared Street View program will provide a Web-based platform for youth and anyone interested in energy efficiency to view and analyze the aggregated data to identify possible energy losses. By sharing their scientific findings with stakeholders, youth will make changes to the way energy is being used. The project will start with school, public, and commercial buildings in selected areas where performing thermal scan of the buildings and publishing their thermal images for educational and research purposes are permitted by school leaders, town officials, and property owners. In collaboration with high schools and out-of-school programs in Massachusetts, this project will conduct pilot-tests with approximately 200 students.

To contribute to advancing learning, the study will probe three research questions: 1) Under what circumstances can technology bridge out-of-school and classroom science learning and improve learning on both sides? 2) To what extent can unobtrusive assessment based on data mining support research and evaluation of student learning in out-of-school settings? and 3) To what extent can instructional intelligence built into the app used in the program help students learn in out-of-school programs and improve the quality of data they contribute to the citizen science project? Data sources for investigating these questions include students' interaction data with the app logged behind the scenes and the images they have taken, as well as results based on traditional assessments from a small number of participants. Throughout the project, staff will widely disseminate project products and findings through the Internet, science fairs, conferences, publications, and partner networks. An eight-member Advisory Board consisting of cleantech experts, science educators, and educational researchers will oversee and evaluate this project.
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TEAM MEMBERS: Charles Xie Alan Palm
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource research Media and Technology
The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to facilitate classroom integration. In the Phase I pilot research with 5 classrooms and 150 students, the researchers will examine whether the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether
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TEAM MEMBERS: Adrianna Mocscatelli
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir