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resource project Informal/Formal Connections
This research extends the investigator's prior NSF supported work to develop theoretical and empirical understanding of the double bind faced by women of color in STEM fields. That is, their race and gender present dual dilemmas as they move through STEM educational and career paths. The proposed study will identify gaps in our understanding, and identify some of the methodological problems associated with answering outstanding questions about the double bind. The major research question is: What strategies work to enable women of color to achieve higher levels of advancement in STEM academia and professions? The goal is to bring a clearer understanding of the issues which confront women of color as they pursue study of science and engineering, and what factors influence whether they leave or remain in STEM.

The work will employ a highly structured narrative analysis process to identify and quantify factors that have been successful in broadening the participation of minority women in STEM. The research design involves two separate tracks of work: 1) to conduct narrative analysis of primary documents associated with women of color in science; and 2) to conduct site visits and interviews to understand features of programs associated with successful support of women of color in undergraduate and graduate education. The first part is designed to inform the second, with the narrative analysis helping to identify features to look for in site visits and to use in development of interview protocols.

This research will focus on individual and programmatic factors that sustain women of color as they confront barriers to their career goals. It examines institutional strategies and support structures that help women of color ultimately to succeed, and social and pedagogic elements that influence their educational experiences. Although women of color have made some progress over the last three decades towards more equitable participation in STEM fields, the major efforts made to address this issue have not produced the desired outcomes; minority women continue to be underrepresented relative to white women and non-minority men. The factors that account for continued lower participation rates are not yet fully understood.

Beyond the Double Bind is designed to transform the intellectual basis for building future programs that will better enable women of color to be successful in STEM. While focused on women of color, the results will ultimately inform strategies and programs to expand the presence of all women and minorities in STEM.
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TEAM MEMBERS: Maria Ong Apriel Hodari
resource project Public Programs
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
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TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource project Media and Technology
The Science and Math Informal Learning Education (SMILE) pathway is serving the digital resource management needs of the informal learning community. The science and math inquiry experiences offered by science and technology centers, museums, and out-of-school programs are distinct from those found in formal classrooms. Interactive exhibits, multimedia presentations, virtual environments, hands-on activities, outdoor field guides, engineering challenges, and facilitated programs are just some of the thoughtfully designed resources used by the informal learning community to make science and math concepts come alive. With an organizational framework specifically designed for informal learning resources, the SMILE pathway is empowering educators to locate and explore high-quality education materials across multiple institutions and collections. The SMILE pathway is also expanding the participation of underrepresented groups by creating an easily accessible nexus of online materials, including those specifically added to extend the reach of effective science and math education to all communities. To promote the use of the SMILE pathway and the NSDL further, project staff are creating professional development programs and a robust online community of educators and content experts to showcase best practices tied to digital resources. Finally, to guarantee continued growth and involvement in the SMILE pathway, funding and editorial support is being provided to expansion partners, beyond the founding institutions, to add new digital resources to the NSDL.
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resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
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TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource project Public Programs
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Karen Carney Michael Raddick Pamela Gay
resource project Public Programs
This Pathways proposal seeks to find the most effective means for communicating research, research processes and ocean sciences to the public from the ocean ship Joides Resolution (JR). The JR is an NSF-supported research vessel that assists scientists and educators in their quest for understanding the science of oceans and ocean floors worldwide. The goal of this project is to find the best mechanism for communicating science through the numerous platforms of informal science education. Through a series of discussions by stakeholders that include scientists, educators, end-users in the informal science education community and evaluators, 3-5 pilot projects will be selected for further elaboration, testing and evaluation for communication methodologies. From these studies and refinements, models for communication will be produced for further implementation. Partners in this venture include: Consortium for Ocean Leadership\'s Deep Earth Academy (DEA)and the Education Division for the Integrated Ocean Drilling Program (IODP). This project will enhance the public\'s understanding of oceans, ocean floors, and related research in these elements, and inspire younger individuals who may consider ocean science as a career. Models for how best to communicate the world of ocean science will be tested and disseminated through informal science education networks and platforms. Further, models for evaluation of this multidisciplinary science endeavor will be helpful to advancing the informal science education field.
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TEAM MEMBERS: Leslie Peart Sharon Cooper
resource project Media and Technology
The University of California, Davis Tahoe Environmental Research Center (TERC), UC Davis W.M. Keck Center for Active Visualization in the Earth Sciences (KeckCAVES), ECHO Lake Aquarium and Science Center (ECHO), UC Berkeley Lawrence Hall of Science (LHS), and the Institute for Learning Innovation (ILI) will study how 3-D visualizations can most effectively be used to improve general public understanding of freshwater lake ecosystems and Earth science processes through the use of immersive three-dimensional (3-D) visualizations of lake and watershed processes, supplemented by tabletop science activity stations. Two iconic lakes will be the focus of this study: Lake Tahoe in California and Nevada, and Lake Champlain in Vermont and New York, with products readily transferable to other freshwater systems and education venues. The PI will aggregate and share knowledge about how to effectively utilize 3-D technologies and scientific data to support learning from immersive 3-D visualizations, and how other hands-on materials can be combined to most effectively support visitor learning about physical, biological and geochemical processes and systems. The project will be structured to iteratively test, design, and implement 3-D visualizations in both concurrent and staggered development. The public will be engaged in the science behind water quality and ecosystem health; lake formation; lake foodwebs; weather and climate; and the role and impact of people on the ecosystem. A suite of publicly available learning resources will be designed and developed on freshwater ecosystems, including immersive 3-D visualizations; portable science stations with multimedia; a facilitator's guide for docent training; and a Developer's Manual to allow future informal science education venues. Project partners are organized into five teams: 1) Content Preparation and Review: prepare and author content including writing of storyboards, narratives, and activities; 2) 3-D Scientific Visualizations: create visualization products using spatial data; 3) Science Station: plan, design, and produce hands-on materials; 4) Website and Multimedia: produce a dissemination strategy for professional and public audiences; 4) Evaluation: conduct front-end, formative, and summative evaluation of both the 3-D visualizations and science activity stations. The summative evaluation will utilize a mixed methods approach, using both qualitative and quantitative methods, and will include focus groups, semi-structured interviews, web surveys, and in-depth interviews. Leveraging 3-D tools, high-quality visual displays, hands-on activities, and multimedia resources, university-based scientists will work collaboratively with informal science education professionals to extend the project's reach and impact to an audience of 400,000 visitors, including families, youth, school field trip groups, and tourists. The project will implement, evaluate, and disseminate knowledge of how 3-D visualizations and technologies can be designed and configured to effectively support visitor engagement and learning about physical, biological and geochemical processes and systems, and will evaluate how these technologies can be transferred more broadly to other informal science venues and schools for future career and workforce development in these critical STEM areas.
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TEAM MEMBERS: Geoff Schladow Louise Kellogg Steven Yalowitz Sherry Hsi Phelan Fretz
resource project Media and Technology
Researchers at the American Association of Variable Star Observers, the Living Laboratory at the Boston Museum of Science, and the Adler Planetarium are studying stereoscopic (three-dimensional or 3D) visualizations so that this emerging viewing technology has an empirical basis upon which educators can build more effective informal learning experiences that promote learning and interest in science by the public. The project's research questions are: How do viewers perceive 3D visualizations compared to 2D visualizations? What do viewers learn about highly spatial scientific concepts embedded in 3D compared to 2D visualizations? How are viewers\' perceptions and learning associated with individual characteristics such as age, gender, and spatial cognition ability? Project personnel are conducting randomized, experimental mixed-methods research studies on 400 children and 1,000 adults in museum settings to compare their cognitive processing and learning after viewing two-dimensional and three-dimensional static and dynamic images of astronomical objects such as colliding galaxies. An independent evaluator is (1) collecting data on museum workers' and visitors' perceived value of 3D viewing technology within museums and planetariums and (2) establishing a preliminary collection of best practices for using 3D viewing technology based on input from museum staff and visitors, and technology creators. Spatial thinking is important for learning many domains of science. The findings produced by the Two Eyes, 3D project will researchers' understanding about the advantages and disadvantages of using stereoscopic technology to promote learning of highly spatial science concepts. The findings will help educators teach science in stereoscopic ways that mitigate problems associated with using traditional 2D materials for teaching spatial concepts and processes in a variety of educational settings and science content areas, including astronomy.
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TEAM MEMBERS: Aaron Price Arne Henden Mark SubbaRao Jennifer Borland Becki Kipling
resource project Media and Technology
Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity? Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won?t just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a ?promising practice? for increasing gender diversity in IT.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney
resource project Public Programs
In the Communities of Learning for Urban Environments and Science (CLUES) project, the four museums of the Philadelphia-Camden Informal Science Education Collaborative worked to build informal science education (ISE) capacity in historically underserved communities. The program offered comprehensive professional development (PD) to Apprentices from 8-11 community-based organizations (CBO), enabling them to develop and deliver hands-on family science workshops. Apprentices, in turn, trained Presenters from the CBOs to assist in delivering the workshops. Families attended CLUES events both at the museums and in their own communities. The events focused on environmental topics that are especially relevant to urban communities, including broad topics such as climate change and the energy cycle to more specific topics such as animals and habitats in urban neighborhoods.
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resource project Public Programs
This project is intended to develop a model for STEM education through local libraries. There are several unique features in this endeavor. The model is being aimed at rural libraries and adult residents that are geographically remote from typical venues such as museums, zoos, and science centers. According to the 2000 census, there are 50 million individuals in this designation and the size of the group is increasing and becoming more diverse. Efforts to impact diverse audiences who are economically disadvantaged will be part of the plan. In many rural locations there are few community venues, but libraries are often present. The American Library Association and the Association Rural and Small Libraries have begun the reinvention of these libraries so they can become more attuned to the communities in which they are apart. Thus, this project is an effort to find new ways of communicating STEM concepts to a reasonably large underserved group. The design is to derive a "unit of knowledge enhancement" (some portion of Climate Change, for example) through a hybrid combination of book-club and scientific cafe further augmented with videos and web materials. Another part of the design is to enhance the base STEM knowledge of library staff and to associate the knowledge unit with an individual who has the specific STEM topic knowledge for a specific unit. Considerable effort shall be expended in developing the models for staff knowledge enhancement with a progressive number of librarians in training from 8 to 20 to 135. To build the content library model, five units of knowledge will be devised and circulated to participating libraries. Evaluation of the project includes front end, formative and summative by the Goodman Research Group. In addition to the "units of knowledge enhancement," the major results will be the model on how best to relate and educate citizens in rural environments and how to educate the library staff.
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TEAM MEMBERS: Daniel Rockmore Marcelo Gleiser Marion Rice John H Falk Alfred Bennett Meighan Maloney