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resource project Public Programs
This pathways project will design, develop and test Do-It-Yourself, (DIY), hands-on workshops to introduce and teach middle school females in underserved Latino communities computing and design by customizing and repurposing e-waste media technology, such as old cell phones or appliances -- items found in the students homes or neighborhoods. The major outcome of the project will be the creation of a workshop kit that covers the processes of DIY electronics learning taking place in the workshops for distribution of the curriculum to after school programs and other informal science venues. The PIs have implemented three pilot projects over the last three years that demonstrate the ability of hands-on DIY electronics curricula to motivate and encourage students and to enable them to acquire a deeper understanding of core engineering, mathematics and science concepts. This project would extend the approach to underserved Latino youth, particular girls of middle school age. This audience was identified because of the historically low rate of participation in STEM fields by people in this group and the particular challenges that females have in acquiring knowledge in technical STEM areas. The proposal suggests that the approach of using hands-on workshops that rely on low technical requirements -- essentially obsolete or discarded electronic equipment, primarily from homes of participants -- will encourage the target audience to experiment with items they are familiar with and that are culturally relevant. The hypothesis of the project is that this approach will lower barriers to experimenting with "circuit bending" - the hand-modifying of battery-powered children's toys to build custom electronic instruments and lead to greater participation and success of females in the target group. The project will provide free workshops in two neighborhood locations and be supported by undergraduate student mentors and volunteers and staff of two community groups that are part of the project, Machine Project and Girls, Inc. Participants will demonstrate the finished projects to the workshop group, mentors and parents. Each participant will receive a copy of the workshop handbook in both English and Spanish to take home so that parents, members of the community and caregivers can supervise and participate in future projects.
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TEAM MEMBERS: Garnet Hertz Gillian Hayes Rebecca Black
resource project Media and Technology
The Young Developers program is an after school program conceptualised and run by The P-STEM Foundation. It introduces computer programming and design concepts to high school age students from South African historically disadvantaged communities, where the majority of students have had little or no interaction with computers. Young Developers uses Self Organised Learning Methodology and involves introducing a series of increasingly complex challenges / questions that the participants have to collaboratively solve. The first module is run in Scratch with the final objective being the creation of a racing car game. The second module is run in Python using Turtle graphics with an objective of creating an animation. This program runs as pods in each of the communities that the P-STEM foundation works in. Each pod has up to 30 teens from the age of 10 to 18. Each pod is peer led and peer driven, and the pace of learning is determined by the participants. In 2015, we would also like to introduce national competitions which pods participate in against other pods.
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TEAM MEMBERS: The P-STEM Foundation Vari Mureriwa
resource evaluation Media and Technology
Rockman et al (REA), a San Francisco-based research and evaluation firm, conducted the external evaluation for Youth Radio's DO IT! program, which was funded by the National Science Foundation. Building upon Youth Radio's previous Science and Technology Program, the DO IT! initiative consisted of three primary components that promoted STEM (science, technology, engineering, and mathematics) learning by training underserved youth in cutting-edge digital technologies: (1) Brains and Beakers: Young people hosted a line-up of investigators and inventors for demo-dialogues at Youth Radio's studios
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TEAM MEMBERS: Rockman et al | Youth Radio Kristin Bass Julia Hazer
resource project Public Programs
This is a Science Learning+ planning project that will develop a plan for how to conduct a longitudinal study using existing data sources that can link participation in science-focused programming in out-of-school settings with long-range outcomes. The data for this project will ultimately come from "mining" existing data sets routinely collected by out-of-school programs in both the US and UK. 4H is the initial out-of-school provider that will participate in the project, but the project will ideally expand to include other youth-based programs, such as Girls Inc. and YMCA. During the planning grant period, the project will develop a plan for a longitudinal research study by examining informal science-related factors and outcomes including: (a) range of educational outcomes, (b) diversity and structure of learning activities, (c) links to formal education experiences and achievement measures, and (d) structure of existing informal science program data collection infrastructure. The planning period will not involve actual mining of existing data sets, but will explore the logistics regarding data collection across different informal science program, including potential metadata sets and instruments that will: (a) identify and examine data collection challenges, (b) explore the implementation of a common data management system, (c) identify informal science programs that are potential candidates for this study, (d) compare and contrast data available from the different programs and groups, and (e) optimize database management.
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resource research Media and Technology
This poster was shared at the 2014 AISL PI meeting, August 20-22. It describes the goals and early (pre-award) work on the GrACE project. This project aims to teach computational thinking and fostering computer science attitude change among middle school students through a procedurally generated puzzle game.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource project Media and Technology
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education. Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
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
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders