Successful peer-to-peer practices in informal science learning (ISL) are often not well defined, but further investigation has the potential to help uncover how to motivate and scaffold children's joint learning in science and engineering. Team Hamster!, a PBS KIDS interactive digital series that helps youth think creatively and use engineering skills to solve problems with everyday tools, will be used to achieve the goals of this project.
DuPage Children’s Museum will conduct an in-depth, iterative evaluation of the museum’s Questioneers traveling exhibit and create a permanent 2,000 square-foot, bi-lingual Questioneers exhibit along with related programming that promotes inclusivity and ignites children’s interest in mathematics, science, engineering, and architecture. The exhibit and programming also will help reduce the impact of socioeconomic disparities that are known to discourage underrepresented and underserved populations from pursuing their interest in STEM fields. The exhibit and its related programming will feature characters, activities, and challenges from bestselling children’s books. The museum will coordinate exhibit design and fabrication with community partners.
Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society. While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World integrated multimedia and research project therefore aims to expand access to engineering content through the lens of “inclusive engineering,” which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate. The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need. Built World is poised to advance the field through: (1) content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short form videos, community outreach campaign); (2) applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and (3) best practices - exploring how audiences engage with inclusive engineering on different platforms—a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game)—and identifying what learning outcomes might be expected on each.
A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers. Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement? Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges? Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners’ experiences of inclusivity and belonging? Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
This Innovations in Development project aims to foster the development of STEM identity among a diverse group of middle school students and, in turn, motivate them to pursue in STEM interests and careers. Vegas STEM Lab, led by a team of investigators from the University of Nevada, Las Vegas, will employ a mix of online and on-site activities to introduce students to engineering methods in the context of the entertainment and hospitality (E&H) industry that is the lifeblood of Las Vegas. Investigators will collaborate with local resorts, multimedia designers, and arts institutions to offer field experiences for students to interview, interact with, and learn from local experts. The Lab will help youth overcome prevailing beliefs of STEM as boring and difficult, boost their confidence as STEM-capable individuals, and expose them to the exciting STEM careers available in their hometown. UNLV engineering undergrads will serve as near-peer mentors to the middle school students, guiding them through Lab activities and acting as role models. Investigators will measure student learning and engagement over the course of the Vegas STEM Lab experience with the aim of understanding how the Lab model—with its rich set of activities and interpersonal interactions set in the local E&H industry—can cultivate STEM identity development and encourage students to pursue STEM pathways. Despite the project’s hyperlocal focus on the Las Vegas community, if successful, other cities and towns may learn from and adapt the Lab model for use in their youth development programs.
Vegas STEM Lab will provide online materials for students’ STEM learning during the academic year followed by on-site visits and hands-on project development during a three-week summer experience. The Lab will run for three years with cohorts of 40 students each (N=120) with the aim of iteratively improving its activities and outcomes from year to year. The local school district will help recruit middle school students who have demonstrated low interest in STEM to participate in the Lab, ensuring that participants reflect the demographic makeup of the Las Vegas community in terms of race and ethnicity, socio-economic status, and gender. Summer activities will take students behind the scenes of the city’s major E&H venues; investigate the workings of large-scale displays, light shows, and “smart hospitality” systems; and then build their own smaller scale engineering projects. Investigators will employ the Dynamic Systems Model of Role Identity (DSMRI) framework to study how intentionally designed Lab experiences shape students’ understanding of themselves, their future aspirations, and their grasp of the scientific enterprise. Summer activities will be integrated into the online learning platform at the end of each year of Vegas STEM Lab, and in the final year of the project, workshops will train local educators to use the platform in either formal or informal learning settings. Materials and research findings produced through this work will be disseminated to middle school teachers and afterschool care providers, and shared with researchers through academic publications and conferences.
This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program.
DATE:
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TEAM MEMBERS:
Emma RegentovaVenkatesan MuthukumarJonathan HilpertSi Jung Kim
This Innovations in Development project is funded by 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.
Quantum information science (QIS) is an emergent cross-disciplinary field at the interface of physics, computer science, materials science, and engineering. Yet, there are few educational programs that encourage young people to explore QIS and understand its applications and societal benefits. Such programs are critical for supporting the growth of a quantum-ready workforce. Building intuition is a foundational first step but this is challenging because quantum effects are neither visible to the naked eye, nor experienced in everyday life. This project will create a suite of accessible, engaging digital games for middle schoolers, and study their effectiveness in cultivating intuition around QIS. Relating QIS concepts to common game mechanics is designed to increase students’ confidence in their QIS knowledge, reduce their fear of tackling such a subject, and consider pursuing a career in this field or another STEM area. The game-driven design appeals to a broad population beyond the age groups studied. Moreover, the deliverables will be freely available online, which allows anyone with a phone or computer and internet access a way to learn about QIS in an engaging, play-based environment. The program will partner with teacher organizations and other community groups to share the games, maximizing the project’s impact.
The project is guided by the QIS Key Concepts developed in 2020, as well as research and best practices on gamification of learning. The games will be designed for 6th-8th grade students in an informal setting, focusing on the concepts of probability, superposition, and role of measurement. A game world titled "Quander" will include videos that explicitly tie game experiences to QIS concepts and applications. The project will evaluate students' understanding after playing the games and watching the videos, how they engage with aspects of the games, and how the game impacted their interest in QIS. The project data will advance understanding of how to facilitate QIS informal learning experiences in ways that engage young audiences in QIS and similar abstract emerging areas of technology where current research is scant. This project represents one of the first efforts to teach QIS concepts in ways that connect directly to young learners’ play-based experiences. Data gathered from the project will help future program designers understand the ability of young learners to reason about QIS concepts such as measurement, superposition and probabilities in game contexts, providing insights to the ages at which students are ready for more technical content.
Research shows that algebra is a major barrier to student success, enthusiasm and participation in STEM for under-represented students, particularly African-American students in under-resourced high schools. Programs that develop ways to help students master algebra concepts and a belief that they can perform algebra may lead to more students entering engineering careers. This project will provide an online engineering program to support 9th and 10th grade Baltimore City Public Schools students, a predominantly low-income African-American cohort, to develop concrete goals of becoming engineers. The goals of the program are to help students with a growing interest in engineering to maintain that interest throughout high school. The project will also support students aspire to an engineering career. The project will develop in students an appreciation of requisite courses and skills, and increase self-efficacy in mathematics. The project will also develop a replicable model of informal education capable of reinforcing the mathematical foundations that students learn during the school day. Additionally, the project will broaden participation in engineering by being available to students during out-of-school time and by having relaxed entrance criteria compared to existing opportunities in supplemental engineering curricula. The project is a collaboration between the Baltimore City Public Schools, Johns Hopkins University Applied Physics Laboratory, Northrop Grumman Corporation, and Expanded School-Based Mental Health programs to support students both during and after participation. The project will benefit society by providing skills that will allow high school students to become members of tomorrow's highly trained STEM workforce.
The research will test whether an informal, scaffolded online algebra-for-engineering program increases students' mastery and self-efficacy in mathematics. The research will advance knowledge regarding informal education by applying Social Cognitive Career Theory as a framework for measuring program impact. The theoretical framework will aid in identifying mechanisms through which students with interest in engineering might persist in maintaining this interest through high school via algebra skill mastery and increased self-efficacy. The project will recruit 200 youth from the Baltimore City Public Schools to participate in the project over three years. Qualitative data will be collected to assess how student and school socioeconomic factors impact implementation, student engagement, and outcomes. The research will answer the following questions: 1) What effect does program participation have on math mastery? 2) What direct and indirect effects do program completion and supports have on students' mathematics self-efficacy? 3) What direct and indirect effects do program components have on engineering career goals by the end of the program? 4) What direct and indirect effects does math self-efficacy have on career goals? 5) To what extent are the effects of program participation on engineering career goals mediated by math self-efficacy and engineering interest? 6) How do school factors relate to the implementation of the program? 7) What socioeconomic-related factors relate to the regularity and continuation of student participation in the program? The quantitative methods of data analysis will employ descriptive and multivariate statistical methods. Qualitative data from interviews will be analyzed using an emergent approach and a coding scheme guided by theoretical constructs. Project results will be communicated to scholars and practitioners. The team will also share information through school newsletters and parent communication through Baltimore City Public Schools.
This project is funded by 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.