Skip to main content

Community Repository Search Results

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.
DATE: -
resource project Media and Technology
Implementation of a permanent exhibition, on-line content, educational materials, and public programs exploring the history and cultural impact of video games.

Through the design, fabrication, and implementation of a 24,000-sq. ft. permanent, long-term gallery—tentatively entitled Digital Worlds—The Strong National Museum of Play will explore and share the history, influence, and experience of video games as they relate to culture, storytelling, human development, and the broader evolution of play. This gallery, the centerpiece of a transformational museum expansion, will include complementary and cohesive interactive exhibit spaces that showcase the history of video games through: (1) display of rare and unique historical artifacts; (2) use of multiple media formats that allow guests to discover the history of video games and their impact on society and culture; and (3) inclusion of one-of-a-kind interactive experiences that bring the history, art, and narrative structures of video games to life.
DATE: -
TEAM MEMBERS: Jon-Paul Dyson
resource project Public Programs
In informal science contexts, the word tinkering describes a learning process that combines art, science, and technology through hands-on inquiry. With the growth in popularity of the making and tinkering movements nationwide, these practices are increasingly making their way into early childhood environments where they have great promise to positively impact the early STEM learning experiences of young children. This 2-day conference hosted at the Exploratorium in San Francisco will bring together stakeholders exploring applications of tinkering in informal early childhood environments. The conference will provide opportunities to explore the role, value, and challenges associated with implementing meaningful tinkering interventions in learning environments serving young children. The project seeks to 1) Convene stakeholders from the tinkering and early childhood programs; and 2) further the exploration and evolution of practitioner and researcher knowledge about tinkering in early childhood contexts. The long-term goal is to support more young children being introduced to STEM learning through tinkering's adaptable approaches to STEM-learning that align with the developmental needs of this young population.

This project will collaboratively analyze and document the state of the field of STEM-rich tinkering in informal early childhood contexts. Additionally, the project will deepen relationships across the early childhood tinkering ecosystem. Additional outcomes include an effort to provide tangible resources to the field highlighting current promising practices and future opportunities for development. The conference will also provide an understanding of how tinkering interventions may contribute to the development of STEM interest, identity and learning amongst early childhood audiences. Finally, the conference will bring together research and practitioners to explore how tinkering in early childhood settings can be used effectively to meet the needs of diverse learners including learners from underserved and underrepresented communities. The project will recruit a total of 75 participants with backgrounds in the field of tinkering and STEM learning, early childhood research, and professional development practices representing a diverse set of institutions and organizations. Research questions for the conference will focus on: 1) What types of supports and professional development do early childhood educators need to facilitate early STEM learning through tinkering? 2) What types of built environment and hands-on materials best support young children's ability to learn STEM content and practices through tinkering? 3) What types of strategies best support caregiver involvement in young children's learning? 4) What is the role of early childhood tinkering in young children?s STEM learning, interest, and identity development? 5) How can culturally and linguistically sustaining pedagogies be used to ensure equity across a diversity of young learners and their families? To answer these research questions the project will use qualitative methods before, during and post-conference. Research methods will include a landscape analysis identifying needs of participants, surveys, observations and informal interviews with participants.

This Conference award 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.

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.
DATE: -
TEAM MEMBERS: Mike Petrich Lianna Kali
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program 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. This project will research core methods of science documentary film production and impact on audience engagement and understanding. The findings from this study will be used to later produce a film on how the CRISPR genome editing technology will shape agriculture, ecology, and the natural world. The research study and film to be produced will be a collaboration of science communication practitioners and researchers. The intended outcomes are to improve effective science filmmaking and increase impact on audiences. Many people rely on documentary film and videos for science information outside of formal learning environments. Research has shown that video programming can reduce knowledge gaps between those of higher and lower levels of education. But there is little research with findings about what makes a particular style of storytelling effective for engagement and learning outcomes. A recent report of the National Academies of Sciences, Engineering and Medicine identified a significant shortage of social science research with directly applicable lessons for filmmakers. This project addresses this need by providing new frameworks for research and methods to produce science documentaries. Project partners are iBiology, a producer of video resources for learning, and science communication researchers at the University of Wisconsin-Madison.

This project will examine two key questions: 1) In a science documentary film, how does the diversity of the scientists profiled and the use of a narrator shape audiences? perception of content and scientists? and 2) What are effective methods in science filmmaking to visualize the invisible (i.e. explain scientific phenomena that are not easily visualized)? The project begins by testing a recently produced film, Human Nature, that tells the story of the discovery of CRISPR (genome editing), told by the scientists who led the effort. Phase 1 testing will include screenings, focus groups, and experiments run through Amazon Mechanical Turk to test what features of the film (editorial voice and visualization styles) are most effective for communicating scientific content. In Phase 2 video test clips will be produced using a combination of narration and visualization strategies. An experimental design run through Amazon Turk will randomly assign participants to watch a clip using different combinations. Researchers will use this data to parse out what effect seems to be related to particular narration and visualization choices. This quantitative experimental data will be supplemented by qualitative data from focus groups with participants with a diverse range of science experience and demographic backgrounds. Researchers will design a survey-embedded experiment with a U.S. nationally representative sample to see how well the findings translate and change in a broader population.

This Innovations in Development 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.
DATE: -
TEAM MEMBERS: Dietram Scheufele Sarah Goodwin Elliot Kirschner
resource project Public Programs
A makerspace is a place where participants explore their own interests and learn by creating, tinkering, and inventing artifacts through the use of a rich variety of tools and materials. This project will develop and research a flexible model for makerspaces that can be adapted to local settings to support informal STEM learning for hospitalized, chronically ill patients in pediatric environments who are predominantly youth of color from low-income backgrounds. These youth are subject to health disparities and healthcare inequities. Their frequent absence from school and other activities disrupt friendship formations, reduce their opportunities for social support, reduce their access to environments where they can feel a sense of self-agency through learning and creative activities. Through patient centered co-design, this project will build adaptable STEM makerspace environments conducive to STEM-rich learning, the exercise of self-agency, and development of STEM identity. Project design will focus on the sensitive nature of working with vulnerable populations (i.e., immunocompromised patients). The project will develop and disseminate several resources: (1) a flexible makerspace model that can be adapted to work in different pediatric settings; (2) research methods for conducting research in highly sensitive environments with and alongside young patients; and (3) professional development resources and a playbook including guidebook and facilitators guide that will articulate principles and processes for designing, implementing and sustaining makerspaces in pediatric settings. These resources will be widely disseminated through maker and other informal STEM networks.

The project will pursue two innovations. First, the project will develop the physical design of adaptable informal STEM makerspaces in pediatric settings. Second, the project will develop innovative patient-centered methodologies for studying approaches to physical design and the effects of makerspace installations for informal STEM-learning, self-agency, and STEM identity development. Using a design-based research approach, the project will investigate: (1) the extent to which physical makerspace designs support access to material, relational, and ideational resources for STEM-learning and well-being; (2) the extent to which makerspace installations, researchers, and medical care staff support patients in accessing and generating tools and other resources for personal learning and a sense of agency; and (3) the extent to which makerspace design with a focus on affording material, relational, and ideational resources provide rich opportunities for young patients to explore their own interests and cultivate STEM identities. One of the project's innovations, beyond development of adaptable makerspace model involves developing an innovative patient-centered methodology for conducting educational research toward broadening participation in STEM in highly sensitive medical care environments. The project will employ a mixed-methods research design and collect a variety of data to address these areas of research including documentation of makerspace design plans and renderings, observational data gathered through fieldnotes, video and audio recordings, informal interviews with patients, their families, and child-care staff, and patient generated artifacts. Articles for researchers and practitioners will be submitted for publication to appropriate professional journals and peer-reviewed publications.

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.

This Innovations in Development 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.
DATE: -
TEAM MEMBERS: Gokul Krishnan Maria Olivares
resource project Public Programs
While there is increased interest in youth-centered maker programs in informal educational contexts, scarce research-informed professional development exist that focus on how informal educators do or should plan and handle ongoing, just-in-time support during moments of failure. Prior research supports the important role of failure in maker programming to increase learning, resilience and other noncognitive skills such as self-efficacy and independence. The objective of this project is to address this gap through adapting, implementing, and refining a professional development program for informal educators to productively attend, interpret, and respond to youths’ experiences with failure while engaged in maker programs in informal learning contexts. In the first two years of the project, the research team will work closely with six partners to implement and refine the professional development model: The Tech Museum of Innovation, The Bakken Museum, Montshire Museum of Science, The Minneapolis Institute of Art, Thinkery, and Amazeum Children’s Museum. In the last year of the project, the team will scale-up the professional development model through partnering with an additional nine institutions implementing maker programming for youth. The professional development consists of two models. In the first model, we support one to two lead facilitators at each partnering institution through an initial three-day workshop and ongoing support meetings. In the second model, the lead facilitators support other informal educators at their institution implementing making programs for youth. This project will enhance the infrastructure for research and education as collaborations and professional learning communities will be established among a variety of informal learning institutions. The project will also demonstrate a link between research and institutional and societal benefits through shifting the connotation and perceptions of failure to be valued for its educational potential and to empower informal educators to support discomfort and struggle throughout maker programs with youth.

The three goals of this collaborative project are to (a) advance the field of informal education through a research-based professional development program specific to youths’ failures during maker programs; (b) support shifts in informal educators’ facilitation practices and perspectives around youth’s failure experiences, and (c) investigate the effects of the professional development on youths’ resilience and failure mindset. The iterative nature of this project will be informed by the collection and analysis of video data of professional development sessions and informal educators facilitating maker programs, reflective journaling, surveys regarding the professional development, and pre-post surveys from youth engaged in the maker programs. Dissemination will address multiple stakeholders, including informal educators, program developers, evaluators, researchers, and public audiences.

This Innovations in Development project 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.
DATE: -
resource project Public Programs
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.

Making, which supports interest-driven skill-development and learning, has been recognized as having the potential to engage underserved youth in STEM. Makerspaces are community spaces that allow participants to create items using tools, such as 3-D printers, computer-aided design, and digital fabrication technologies. Makerspaces and making-related programs are often inaccessible, unaffordable, or simply not available to underserved youth. Digital Harbor will partner with recreation centers, two in Pittsburgh and two in Baltimore, to research, refine and implement an equity-based approach to making that will engage underserved youth aged 12-16 in making. The project will prepare out-of-school time (OST) educators to collaboratively develop culturally sensitive curricula with underserved youth to engage them in maker-based technology and computer science experiences. The project will (1) design a professional development program that will prepare and support local educators to collaboratively design and deliver localized, maker-based, STEM curricula; (2) research the impact of these programs on both educators' and youth's self-efficacy, creativity, and attitudes towards STEM; and (3) develop and evaluate an online Localization Toolkit that will prepare educators in makerspaces across the nation in using an equity-based approach to create localized content. The project will result in four new maker sites (two in Baltimore and two in Pittsburgh directly impact 4 sites (10 educators and 240 youth). The project will result several resources that will support the development and educational programs of other community sites. The resources will include the Localization Toolkit, Case Studies, Best Practices, and Research Study. The Localization Toolkit has the potential to strengthen infrastructure and capacity building in OST maker-based programs, as well as other informal and formal education programs using similar pedagogies and design principles.

The project will use a mixed-methods approach in researching the challenges and processes involved in establishing the four maker sites in Baltimore and Pittsburgh, the approaches and effectiveness of the professional development program on OST educators, and the impacts of the project of participation on the self-efficacy, creativity, and attitudes on participating youth and educators. The research study will apply several instruments and data collection sources to develop quantitative data, including youth attendance logs, the Upper Elementary and Middle/High School Student Attitudes toward STEM survey, a retrospective technology self-efficacy survey and pre-post surveys. In addition to project document review, the researchers will collect qualitative data through educator interviews, educator focus groups, and youth focus groups. Project research and resources will reach key audiences of learning scientists and OST educators through articles in peer-reviewed and practitioner journals, public events and professional conferences. These audiences will also be reached through the project website, which will share project resources. The project will reach OST sites across the country directly through dissemination partners, including the National Recreation and Parks Association, Association of Science and Technology Centers, and statewide out-of-school networks.

This Innovations in Development 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.
DATE: -
TEAM MEMBERS: Foad Hamidi Andrew Coy
resource project Public Programs
As new technologies continue to dominate the world, access to and participation in science, technology, engineering, mathematics (STEM), and computing has become a critical focus of education research, practice, and policy. This issue is exceptionally relevant for American Indians, who remain underrepresented as only 0.2% of the STEM workforce, even though they make up 2% of the U.S. population. In response to this need, this Faculty Early Career Development Program (CAREER) project takes a community-driven design approach, a collaborative design process in which Indigenous partners maintain sovereignty as designers, to collaboratively create three place-based storytelling experiences, stories told in historical and cultural places through location-based media. The place-based storytelling experiences will be digital installations at three culturally, politically, and historically significant sites in the local community where the public can engage with Indigenous science. The work is being done in partnership with the Northwestern Band of the Shoshone Nation (NWBSN).

The principal investigator and the NWBSN will investigate: (a) what are effective strategies and processes to conduct community-driven design with Indigenous partners?; (b) how does designing place-based storytelling experiences develop tribal members' design, technical, and computational skills?; (c) how does designing these experiences impact tribal members' scientific, technological, and cultural identities? The goals are to establish a process of community-driven design, build infrastructure to support this process, and understand how this methodological approach can result in culturally-appropriate ways to engage with science through technology. The principal investigator will work with the tribe to complete three intergenerational design cycles (a design cycle is made up of multiple design iterations). Each design cycle will result in one place-based storytelling experience. The goal is to include roughly 15 youth (ages 6-18), 10 Elders, and 10 other community members (i.e. members ages 18-50, likely parents) in each design cycle (35 tribal members total). Some designers are likely to participate in multiple design cycles. The tribe currently has 48 youth ages 6-18 and the project aims to engage at least 30 across all three design cycles. Over four years of designing three different experiences, the NWBSN aims to recruit at least 100 tribal members (just under 20% of the tribe) to make contributions (as designers, storytellers, or to provide cultural artifacts or design feedback).

This CAREER award 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.

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.
DATE: -
TEAM MEMBERS: Breanne Litts
resource project Public Programs
The goal of the National Science Foundation?s Research Coordination Network (RCN) program is to advance a field or create new directions in research or education by supporting groups of investigators to communicate and coordinate their research, training and educational activities across disciplinary, organizational, geographic and international boundaries. This RCN will bring together scholars and practitioners working at the intersection of equity and interdisciplinary making in STEM education. Making is a culture that emphasizes interest-driven learning by doing within an informal, peer-led and creative social environment. Hundreds of maker spaces and maker-oriented classroom pedagogies have developed across the country. Maker spaces often include digital technologies such as computer design, 3-D printers, and laser cutters, but may also include traditional crafts or a variety of artist-driven creations. The driving purpose of the project is to collectively broaden STEM-focused maker participation in the United States through pursuing common research questions, sharing resources, and incubating emergent inquiry and knowledge across multiple working sites of practice. The network aims to build capacity for research and knowledge, building in consequential and far-reaching mechanisms to leverage combined efforts of a core group of scholars, practitioners, and an extended network of formal and informal education partners in urban and rural sites serving people from groups underrepresented in STEM. Maker learning spaces can be particularly fruitful spaces for STEM learning toward equity because they foster interest-driven, collective, and community-oriented learning in making for social and community change. The network will be led by a team of multi-institutional and multi-disciplinary researchers from different geographic regions of the United States and guided by a steering committee of prominent researchers and practitioners in making and equity will convene to facilitate network activities.

Equitable processes are rooted in a commitment to understand and build on the skills, practices, values, and knowledge of communities marginalized in STEM. The research network aims to fill in gaps in current understandings about making and equity, including the many ways different projects define equity and STEM in making. The project will survey the existing research terrain to develop a dynamic and cohesive understanding of making that connects to learners' STEM ideas, communities, and historical ways of making. Additionally, the network will collaboratively develop central research questions for network partners. The network will create a repository for ethical and promising practices in community-based research and aggregate data across sites, among other activities. The network will support collaboration across a multiplicity of making spaces, research institutions, and community organizations throughout the country to share data, methodologies, ways of connecting to local communities and approaches to robust integration of STEM skills and practices. Project impacts will include new research partnerships, a dissemination hub for research related to making and equity, professional development for researchers and practitioners, and leveraging collective research findings about making values and practices to improve approaches to STEM-rich making integration in informal learning environments. The project is funded by NSF's Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of settings. 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.

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.
DATE: -
TEAM MEMBERS: Maria Olivares Eli Tucker-Raymond Edna Tan Jill Castek Cynthia Graville
resource project Media and Technology
This RAPID was submitted in response to the NSF Dear Colleague letter related to the COVID-19 pandemic. This award is made by the AISL program in the Division of Research on Learning, using funds from the Coronavirus Aid, Relief, and Economic Security (CARES) Act. The public must be made aware in a clear, responsible way about the role of science to help bring this pandemic under control and prevent future outbreaks. This project will allow the NewsHour to go beyond their daily reporting of the medical information about the pandemic, to inform the public about the difference scientific research/ research conducted by scientists and medical professionals can make in attacking such a dire threat. The PBS NewsHour has the capability to quickly mobilize its science journalists and national distribution infrastructure to produce at least six broadcast segments and additional digital materials reporting on this on-going scientific work. They will interview scientists, researchers and experts in genomic analysis, computer tracking, vaccine production, and social epidemiology showing what they are doing to test, treat, track and stop the spread of COVID-19, to create vaccines that may prevent further transmission, and to measure the social impact of the disease. These segments will be broadcast nationwide on local PBS stations and distributed on their website, YouTube, and social media channels. Viewership of the NewsHour is extensive reaching 2.5 million people nightly via broadcast and almost 33 million YouTube views per quarter. During a recent quarter, they reached 72.6 million on Facebook and garnered 86.8 million Twitter impressions.

The research team, Knology, will conduct a study to assess 1) where US adults are primarily getting information about COVID-19; 2) their perception of personal and public responsibility; 3) behaviors they have taken and/or plan to take, and when; 4) their social values. Knology will develop a survey instrument with adopted items and modules used in prior collaborations to develop a baseline understanding of the relationship between news consumption and attitudes about COVID-19 risk. The survey will be hosted using Qualtrics. Survey data will be gathered from a representative sample of US adults (N = 1000) recruited using the online software system, Prolific. A recent PBS NewsHour/NPR/Marist poll will be used as a baseline. Once potentially identifying information like demographics are aggregated, these formative data and topline results will be shared openly through the Knology website to support other researchers and journalists.

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.
DATE: -
TEAM MEMBERS: Patti Parson
resource project Public Programs
Biology has become a powerful and revolutionary technology, uniquely poised to transform and propel innovation in the near future. The skills, tools, and implications of using living systems to engineer innovative solutions to human health and global challenges, however, are still largely foreign and inaccessible to the general public. The life sciences need new ways of effectively engaging diverse audiences in these complex and powerful fields. Bio-Tinkering Playground will leverage a longtime partnership between the Stanford University Department of Genetics and The Tech Museum of Innovation to explore and develop one such powerful new approach.

The objective of Bio-Tinkering Playground is to create and test a groundbreaking type of museum space: a DIY community biology lab and bio-makerspace, complete with a unique repertoire of hands-on experiences. We will tackle the challenge of developing both open-ended bio-making activities and more scaffolded ones that, together, start to do for biology, biotech, and living systems what today’s makerspaces have done for engineering.

A combined Design Challenge Learning, making, and tinkering approach was chosen because of its demonstrated effectiveness at fostering confidence, creative capacity, and problem solving skills as well as engaging participants of diverse backgrounds. This educational model can potentially better keep pace with the emerging and quickly evolving landscape of biotech to better prepare young people for STEM careers and build the next generation of biotech and biomedical innovators.

Experience development will be conducted using an iterative design process that incorporates prototyping and formative evaluation to land on a final cohort of novel, highly-vetted Bio-Tinkering Playground experience. In the end, the project will generate a wealth of resources and learnings to share with the broader science education field. Thus, the impacts of our foundational work can extend well beyond the walls of The Tech as we enable other educators and public institutions around the world to replicate our model for engagement with biology.
DATE: -
TEAM MEMBERS: Anja Scholze
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will develop and research, as a feasibility study, a series of art-inclusive, pop-up Science, Art, Technology, Engineering, and Mathematics (STEAM) makerspaces in a high-poverty, primarily rural county in Oklahoma. A makerspace is a collaborative work space inside a library, school or other community space for making, learning, exploring and sharing that uses high tech to low tech tools. The makerspaces will be temporary workshops that are developed through a community planning process that assesses the needs and interests of citizen stakeholders. Scientists, artists and other experts will work together with the community to design a series of thematic pop-up makerspace sessions. The project builds a collaborative infrastructure and capacity for small and rural communities by bringing together resource providers and experts to identify and design science-oriented challenges. Long-term benefits for participants include sustained focus on new approaches for civic engagement through STEAM-driven making which could foster new role identities pertaining to science and art. The project deliverables include: (1) a theoretically informed model to build a community's capacity to collaborate toward fostering civic engagement through science-oriented pop-up makerspaces, (2) Pop-Up STEAM Studio makerspaces, (3) training for pop-up facilitators, and (4) visual documentation panels and web-based digital stories to communicate progress and process.

Project research will enhance knowledge-building of the process of developing a science-oriented community challenge that embraces STEAM and making. A key contribution of the proposed project will be the generation of insights into how community members establish consensus around the joint goal of designing, documenting, and facilitating integrated art and science making activities to address and communicate the challenge. Research will focus on the roles participants take when engaging in the making process through an identity-based model of motivated action. Analysis of advisory board meeting artifacts and focus group data will allow the researchers to identify processes of negotiation and consensus building at the collective level and in relation to each issue to which the group attends. Emergent themes (such as negotiation, shared learning, idea or project revisions, diverse perspectives coming to consensus, etc.) will be examined across individual and group units of analysis, from all data sources, and through the congruent theoretical lenses of role identity theory and negotiated learning pedagogy. The research outcomes should inform efforts to build infrastructure and capacity of community resources by providing a model for developing collaborative pop-up makerspaces.

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.
DATE: -
TEAM MEMBERS: Sheri Vasinda Joanna Garner Stephanie Hathcock Rebecca Brienen