The Salmon Camp Research Team (SCRT) project was created to address the under-representation of Native Americans in information technology (IT) and IT-intensive professions in science, technology, engineering, and mathematics (STEM). The Oregon Museum of Science and Industry (OMSI) partnered with the Native American Youth and Family Association (NAYA) under renewed National Science Foundation funding to strengthen community involvement and work directly with students year round. The 2007-2008 evaluation of the project found evidence of effective implementation and data on important student
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TEAM MEMBERS:
Phyllis AultOregon Museum of Science and Industry
In 2006, the Institute for Advanced Learning and Research (IALR) received a three-year grant from the National Science Foundation's Information/Innovative Technology Experiences for Students and Teachers (ITEST) division to create the Dan River Information Technology Academy (DRITA) for under-served high school students in rural Virginia. The only program of its kind in Southern Virginia, the program was designed to provide participating students with competencies in information technology (IT) and workforce skills. In addition, the program seeks to encourage students to graduate from high
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TEAM MEMBERS:
Irene GoodmanLorraine DeanMiriam KochmanHelena PylvainenColleen ManningKaren PetermanInstitute of Advanced Learning and Research
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 BeissingerSusan GoldmanDaria TsoupikovaBonnine Saunders
The "Environmental Science Information Technology Activities (ESITA)" based at the Lawrence Hall of Science (LHS) at UC-Berkeley is a three-year, youth-based proposal that seeks to engage 144 inner-city ninth and tenth graders in learning experiences involving environmental science and information technology. The goal of the project is to develop, field-test, and disseminate an effective student-centered, project-based model for increasing understanding and interest in information technology. Program components included an afterschool program, summer enrichment and an internship program. An extensive partnership involving community based agencies, environmental science organizations, a local high school and industry support the project by serving as host sites for the afterschool program and internship component. Student participation in project-based, IT-dependent research activities related to environmental science will occur year round. Students will research air and water quality in their local communities and study attitudes toward -- and use of -- information technology among their peers. The focus of the research activities is based on the results of a students-needs assessment. Students participate in the program over a two-year period and are expected to receive at least 240 total contact hours. The afterschool program serves as the project's principal mechanism for content delivery. The five-month afterschool program consists of inquiry-based mini-courses on the following topics: Information Technology tools and concepts, earth and physical science, data compilation and modeling, and publication of research results. The summer enrichment component encompasses a series of workshops at LHS; excursions to IT-related exhibits, environmental facilities, and IT-based companies; and an annual student robotics fair. During the second year of program participation students will complete 12-month internships to support the application of concepts and skills learned the first year. The LHS Student Geoscience Research Opportunities program will serve as a model host site for the program. Stipends are provided throughout the program to encourage student participation and retention.
The Ocean Institute (OI), in partnership with Scripps Institution of Oceanography (Scripps), Capistrano Valley Boys & Girls Clubs (BGC) and the Institute of Electrical and Electronics Engineers (IEEE), is developing "SeaTech," a multi-year, Youth-based ITEST program providing 120 female and minority middle and high school students from underserved populations with 391 contact hours of information technology (IT)-intensive oceanographic research experiences. SeaTech content focuses on understanding the acoustic behaviors of whales and dolphins, specifically, sound production, noise impacts and acoustic population census in California, the Bering Sea and the Southern Ocean. SeaTech offers a two-year core program for 13 & 14 year olds consisting of a "Breadth of Exposure" phase and a "Depth of Skills" phase totaling 299 hours. The core program has three distinct elements -- after-school clubs, field explorations and summer research institutes -- and is augmented with efforts before and after: an Early Pipeline Development phase (52 hours) for youth age 12, and Internships (40 hours) for youth age 15. The three-year ITEST grant will host three cohorts of 40 participants each. Each youth participant will receive 391 total contact hours. Through efforts directed at parents, SeaTech anticipates involving 60 parents in about 80 hours of activities each year. Coordinated through and with the expertise of Capistrano Valley BGC, recruitment will include orientation and information programs, a bilingual brochure and direct efforts by BGC staff. In addition, recruitment will happen from local schools. INTELLECTUAL MERIT: IT-based studies of marine mammal bio-acoustics will 'hook' student interest in after-school clubs, field explorations and summer research institutes. SeaTech advances understanding of the role of broader pipeline development in addressing chronic recruitment and retention problems in teen-targeted IT programs. BROADER IMPACTS: SeaTech programming has been meticulously and demonstrably integrated into the afterschool programming at the BGC. The SeaTech Club provides organizational structure to the teen activities at the BGC; however, the IT curriculum is also integrated into two nationally renowned extant structures called Career Launch and Club Tech. Findings from the project's examination of recruitment, retention and parental involvement will have broad implications to the field of informal science education.
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TEAM MEMBERS:
Harry HellingKelly ReynoldsJohn HildebrandCandice Dickens
Voyage of Discovery is a comprehensive and innovative project designed to provide K-12 youth in Baltimore City with an introduction to mathematics, engineering, technology, environmental science, and computer and information science, as it relates to the maritime and aerospace industries. The Sankofa Institute, in partnership with the Living Classrooms Foundation and a host of marine, informal science, community, and educational organizations, collaborate to make science relevant for inner-city youth by infusing science across the curriculum and by addressing aspects of history and culture. Youth are introduced to historical, current, and future innovations in shipbuilding as a means to learn the science, mathematics, and history associated with navigation, transportation, environmental science, and shipping. Activities will take place at the Frederick Douglass-Isaac Myers Maritime Park and Museum where students participate in intensive afterschool, Saturday, and summer sessions. Families are invited for pre-session orientation meetings and again at the end of each session to observe student progress. This project will provide over 3,900 K-12 youth with the opportunity to learn mathematics (algebra, geometry, and trigonometry), physics (gravity, density, mechanics), design, and estuarine biology while participating in hands-on sessions. Project deliverables include a 26-foot wooden boat, a working model of a dirigible, a submarine model, and pilot control panel models, all constructed by students and subsequently incorporated into exhibits at the USS Constellation Museum. The project also results in the production of two curricula--one each on celestial navigation and propulsion. Voyage of Discovery informs the literature on inquiry-based informal science education programs and strategies to engage minority and low-income youth in learning science and technology.
Research shows that participation and interest in science starts to drop as youth enter high school. This is also the point when science becomes more complex and there is increased need for content knowledge, mathematics capability, and computer or computational knowledge. Evidence suggests that youth who participate in original scientific research are more likely to enter and maintain a career in science as compared to students who do not have these experiences. We know young people get excited by space science. This project (STEM-ID) is informed by previous work in which high school students were introduced to scientific research and contributed to the search for pulsars. Students were able to develop the required science and math knowledge and computer skills that enabled them to successfully participate. STEM-ID builds on this previous work with two primary goals: the replication of the local program into a distributed program model and an investigation of the degree to which authentic research experiences build strong science identities and research self-efficacies. More specifically the project will support (a) significant geographic expansion to institutions situated in communities with diverse populations allowing substantial inclusion of under-served groups, (b) an online learning and discovery environment that will support the participation of youth throughout the country via online activities, and (c) opportunities for deeper participation in research and advancement within the research community. This project is funded by the Advancing Informal STEM Learning (AISL) program which seeks to advance new approaches to, and understanding of, the design and development of STEM learning in informal environments. STEM-ID will serve 2000 high school youth and 200 high school teachers in afterschool clubs with support from 30 undergraduate and graduate students and 10 college/university faculty. Exploratory educational research will determine the broad mechanisms by which online activities and in-person and online peer-mentor teacher-scientist interactions influence science identity, self-efficacy, motivation, and career intentions, as well as a focused understanding of the mechanisms that influence patterns of participation. Youth will be monitored longitudinally through the first two years of college to provide an understanding of the long-term effects of out-of-class science enrichment programs on STEM career decisions. These studies will build an understanding of the best practices for enhancing STEM persistence in college through engagement in authentic STEM programs before youth get to college. In addition to the benefits of the education research, this program may lead participants to discover dozens of new pulsars. These pulsars will be used for fundamental advances such as for testing of general relativity, constraining neutron star masses, or detecting gravitational waves. The resulting survey will also be sensitive to transient signals such as sporadic pulsars and extragalactic bursts. This project provides a potential model for youth from geographical disparate places to participate in authentic research experiences. For providers, it will offer a model for program delivery with lower costs. Findings will support greater understanding of the mechanisms for participation in STEM. This work is being led by West Virginia University and the National Radio Astronomy Observatory. Participating sites include California Institute of Technology, Cornell University, El Paso Community College, Howard University, Montana State University, Penn State University, Texas Tech University, University of Vermont, University of Washington, and Vanderbilt University.
The goal of the project is to research ways in which the teaching of basic computing skills can be integrated into after-school choral programs. The team will study how to adapt the interdisciplinary, computing + music activities developed to date in their NSF-funded Performamatics project with college-aged students to now introduce middle school-aged students to computing in an informal, after-school choral program. They will investigate how to leverage the universal appeal of music to help students who typically shy away from technical studies to gain a foothold in STEM (Science, Technology, Engineering, and Mathematics) by programming choral music. It 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. The team will use a qualitative and quantitative, mixed-methods approach to study four research questions: (1) Can middle school-aged children follow the connections from singing to digitized sound to MIDI and back to music and learn to program using the songs they like to sing? To encourage students to become involved with manipulating sounds and programming music on their own computers, the approach will employ Audacity and Scratch, two free music recording, editing, and generation platforms. The team will study how well programming of music helps them acquire STEM skills by assessing the complexity and efficacy of the programs they can learn to code. (2) Can programming their individual parts help students learn to sing in three- and four-part harmony? The main focus is on learning of STEM, but research on this question will evaluate whether programming skills can help students learn about music too. (3) What resources, models, and tools (RMTs) are necessary to integrate STEM education into a middle school after-school choral program? The team will work with local middle schools to research techniques for integrating computing into after-school choral programs without disrupting their musical focus. They will identify what choral teachers need in order to do this integration, and they will devise and evaluate techniques for adding STEM skills to the students' choral experience. (4) Can the involvement of adults who match the students' racial and/or cultural backgrounds have a positive effect on the "people like me don't (or can't) do that?" belief that so often stifles efforts to attract underrepresented groups to STEM? They will actively seek to involve students of underrepresented groups in the program by recruiting adult role models from these groups who are involved with both music and computing. They will use attitudinal surveys to assess whether these adults have any effect on the students' self-efficacy and the "people like me" syndrome that hinders some from engaging in STEM.
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
This article investigates the development of agency in science among low-income urban youth aged 10 to 14 as they participated in a voluntary year-round program on green energy technologies conducted at a local community club in a midwestern city. Focusing on how youth engaged a summer unit on understanding and modeling the relationship between energy use and the health of the urban environment, we use ethnographic data to discuss how the youth asserted themselves as community science experts in ways that took up and broke down the contradictory roles of being a producer and a critic of
Investigating Green Energy Technologies in the City (GET City) is a youth-based project designed to target underserved middle school students and introduce concepts in energy sustainability and environmental health. Partners include Michigan State University's College of Education and College of Engineering, Lansing Boys and Girls Club, Lansing Board of Water and Light, and Urban Options, a non-profit energy and environmental agency. Participants learn to use IT tools (GIS software, databases, and communication tools) and gain IT workforce skills, research experiences, science knowledge, and inquiry skills. Project components include bi-weekly afterschool sessions (18 weeks), a 3-week summer program with field-based design experiences, community energy events, parental involvement activities, career field trips, and a project website. Youth will also participate in an annual community fair and conduct energy audits. Topics covered include brownouts, environmental health, alternative energy sources, and green energy technologies. Youth will receive ongoing support from energy mentors and gain leadership experience. The project will result in the development of a curriculum that includes IT-based investigations with a focus on core energy concepts. GET City also includes a research component that examines youth identity development in science, engineering, and IT in an attempt to understand how the program supports participation in an IT community of practice. The research, in conjunction with the comprehensive evaluation, will contribute to the field by providing insight into how the program design fosters youth engagement and learning in science, engineering, and IT. Seventy youth will receive 280 contact hours over two years of participation.
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)