This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).
Math is everywhere in the world, but youth may see math as disconnected from their everyday experiences and wonder how math is relevant to their lives. There is evidence that informal math done by children is highly effective, involving efficiency, flexibility, and socializing. Yet, more is needed to understand how educators can support math engagement outside of school, and the role these out-of-school experiences can play relative to the classroom and lifelong STEM learning. This Innovations and Development Project seeks to conduct research on a location-based mobile app for informal mathematics learning. This research takes place at 9 informal learning sites and involves iteratively designing an app in which learners can view and contribute to an interactive map of math walk “stops” at these sites. Learners will be able to select locations and watch short videos or view pictures with text that describe how mathematical principles are present in their surroundings. For example, learners could use the app to discover how a painting by a local Latino artist uses ratio and scale, or how a ramp in downtown was designed with a specific slope to accommodate wheelchairs. Research studies will examine the affordances of augmented reality (AR) overlays where learners can hold up the camera of their mobile device, and see mathematical representations (e.g., lines, squares) layered over real-world objects in their camera feed. Research studies will also examine the impact of having learners create their own math walk stops at local informal learning sites, uploading pictures, descriptions, and linking audio they narrate, where they make observations about how math appears in their surroundings and pose interesting questions about STEM ideas and connections they wonder about.
This project draws on research on informal math learning, problem-posing, and culturally-sustaining pedagogies to conduct cycles of participatory design-based research on technology-supported math walks. The research questions are: How does posing mathematical scenarios in community-imbedded math walks impact learners’ attitudes about mathematics? How can experiencing AR overlays on real world objects highlight mathematical principles and allow learners to see math in the world around them? How can learners and informal educators be engaged as disseminators of content they create and as reviewers of mathematical content created by others? To answer these questions, five studies will be conducted where learners create math walk stops: without technology (Study 1), with a prototype version of the app (Study 2), and with or without AR overlays (Study 3). Studies will also compare children's experiences receiving math walk stops vs. creating their own stops (Study 4) and explore learners reviewing math walk stops made by their peers (Study 5). Using a community ethnography approach with qualitative and quantitative process data of how youth engage with the app and with each other, the project will determine how the development of math interest can be facilitated, how learner-driven problem generation can be scaffolded, and under what circumstances app-based math walks are most effective. The results will contribute to research on the development of interest, problem-posing, informal mathematics learning, and digital supports for STEM learning such as AR. This project will promote innovation and have strategic impact through a digital infrastructure that could be scaled up to support STEM walks anywhere in the world, while also building a local STEM learning ecosystem among informal learning sites focused on informal mathematics. This project is a partnership between Southern Methodist University, a nonprofit, talkSTEM that facilitates the creation of community math walks, and 9 informal learning providers. The project will directly serve approximately 500 grades 4-8 learners and 30-60 informal educators. The project will build capacity at 9 informal learning sites, which serve hundreds of thousands of students per year in their programming.
This Innovations in Development project is supported by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
Access to STEM information is unequal, with rural and poor communities often receiving the fewest public education science and science literacy opportunities. Rural areas also face unique STEM teaching and technology integration challenges. In fact, LatinX communities in rural areas are less likely to have access to educational resources and language supports available to LatinX communities in urban centers. This project will help address these inequities by engaging rural librarians, bilingual science communicators, polar scientists, and a technical team to create a series of five bilingual virtual reality (VR) experiences to enhance STEM understanding and appreciation. Project researchers will create a new channel for disseminating polar science, working first with rural Latinx communities in Wisconsin to create a new network between rural communities and university researchers. Involving rural librarians in the co-design of instruction process will produce new ways for rural libraries to engage their local communities and their growing Latinx populations with polar science learning experiences. Each of the five VR experiences will focus on a different area of research, using the captivating Arctic and Antarctic environments as a central theme to convey science. VR is a particularly powerful and apt approach, making it possible to visit places that most cannot experience first-hand while also learning about the wide range of significant research taking place in polar regions. After design, prototyping and testing are finished, the VR experiences will be freely available for use nationally in both rural and urban settings. Public engagement with science creates a multitude of mutual benefits that result from a better-informed society. These benefits include greater trust and more reasoned scrutiny of science along with increased interest in STEM careers, many of which have higher earning potential. The project team will partner with 51 rural libraries which are valued community outlets valuable outlets to improve science literacy and public engagement with science. The effects of this project will be seen with thousands of community members who take part in the testing of prototype VR experiences during development and scaled engagement through ongoing library programs utilizing the final VR experiences for years to come.
This project will create new informal STEM learning assessment techniques through combining prior efforts in the areas of educational data mining for stealth assessment and viewpoint similarity metrics through monitoring gaze direction. Results of the project contribute to the field of educational data mining (EDM), focusing on adopting its methods for VR learning experiences. EDM is a process of using fine grained interaction data from a digital system to support educationally relevant conclusions and has been applied extensively to intelligent tutors and more recently, educational videogames. This project will continue building on existing approaches by expanding to include the unique affordances of VR learning media, specifically gaze. The project will focus on predicting user quitting as well as assessing key learning goals within each experience and triangulate these predictive models with user observations and post-experience surveys. The eventual application of this foundational research would address the problem in assessing a learner using measures external to the experience itself (i.e., surveys) and instead provide new methods that instrument learners using only data generated by their actions within the learning context. These techniques will provide a new means for evaluating informal learning in immersive technology settings without need for explicit tagging. The findings from this project will enable a greater understanding of the relationship between a user’s experience and their learning outcomes, which may prove integral in the creation of educational interventions using VR technology.
This Innovations in Development project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments. This project is also supported by the Office of Polar Programs.
Informal STEM learning environments, programs, and policies can be designed to support and promote neurodiversity through inclusive practices. This project will explore the benefits of informal STEM learning for K-12 neurodiverse learners through a systematic review and meta-analysis of extant literature and research grounded in the theory of social model of ability. This framework is an asset-based approach and aims to promote social, cognitive, and physical inclusion, leading to positive outcomes. Using various quantitative and qualitative methodologies, this project endeavors to collect and synthesize the evidence for supporting and enhancing accessibility and inclusiveness in informal STEM learning for K-12 neurodiverse learners. It will explore key features of informal STEM learning and effective, evidence-based strategies to effectively engage children and youth with neurological conditions such as autism spectrum disorder, attention deficit hyperactivity disorder (ADHD), dyslexia, and dyspraxia, in informal STEM learning environments. The findings of this complex synthesis will provide a timely contribution to deeper understanding of supports for neurodiversity while also highlighting areas that inform further research, shifts in practice, and policy.
The systematic review will occur over a two-year period. It will focus on identifying program elements that promote inclusion of children and youth with neurodevelopmental disabilities in informal STEM learning contexts. Specifically, the review will explore two overarching research questions and several sub-research questions:
RQ1. What program elements (teaching and learning variables) in informal STEM learning settings facilitate inclusion of K-12 neurodiverse STEM learners? Sub-RQ1a: What are the overlapping and discrete characteristics of the program elements that facilitate social, cognitive, and physical inclusion?
Sub-RQ1b: In what ways do the program elements that facilitate inclusion vary by informal STEM learning setting?
RQ2: What program elements (teaching and learning variables) in informal STEM learning settings are correlated with benefits for K-12 neurodiverse STEM learners? Sub-RQ2a: What are the overlapping and discrete characteristics of the program elements that correlate with increased STEM identity, self- efficacy, interest in STEM, or STEM learning?
Sub-RQ2b: In what ways do the program elements that correlate with positive results for students vary by informal STEM learning setting? The research synthesis will consider several different types of studies, including research and evaluation; experimental and quasi-experimental designs; quantitative, qualitative, and mixed methods; and implementation studies.
The research team will (a) review all analyses and organize findings to illustrate patterns, factors, and relationships, (b) identify key distinctions and nuances derived from the contexts represented in the literature, and (c) revisit and confirm the strength of evidence for making overall assertions of what works, why, and with whom. The findings will be disseminated in practice briefs, journal articles, the AISL resource center, as well as presentations and materials for researchers, practitioners, and informal STEM leaders. Ultimately, this work will result in a comprehensive synthesis of effective informal STEM learning practices for neurodiverse K-12 learners and identify opportunities for further research and development.
This literature review and meta-analysis 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.
This Pilot and Feasibility study will build foundational knowledge about basic aspects of STEM webcams in the United States (US) from the perspectives of both practitioners and viewers. Thousands of webcams available to the public are operated by STEM organizations, such as zoos, museums, and government agencies. Learning theory suggests that STEM webcams, especially those with accompanying interpretive tools, have the potential to offer rich informal learning opportunities. However, yet no research has quantified any aspect (cognitive, behavioral, or emotional) of viewer outcomes. This study will be the first to develop baseline data regarding cognitive, behavioral, and emotional aspects of perceived viewer experience. Project activities include:
An inventory of STEM webcams that exist in the US, the STEM disciplines they represent, learning and engagement tools they employ, the number of viewers they reach, and the resources required for their operation
A survey of webcam operators, their STEM education goals, implementation strategies, and evaluation results; and
Surveys and interviews gathering data on viewers demographics and potential increase in curiosity, interest, knowledge, and behavior toward the STEM subject. This research will provide foundational knowledge for the STEM-education and research community that quantifies and describes many facets of the population of STEM webcams in the inventory.
Research activities will take place in three distinct phases, with Phase 1 laying the groundwork for Phases 2 and 3. Phase 1: The project team will conduct a systematic internet search for all identifiable STEM related webcams. Phase 2 (operator-focused): An online survey of practitioners of webcams operated by US-based STEM organizations will be conducted using Qualtrics software. Likert scales will be used. Various hypotheses will be tested regarding webcam program objectives, operations, and evaluations from the perspective of program operators or practitioners. Phase 3 (viewer-focused): Surveys and interviews with likely viewers of STEM webcams. Using the webcam inventory built in Phase 1, the team will collaborate with 20 informal STEM institutions that agree to survey their constituents to test hypotheses regarding webcam viewing practices, such as why and how viewers watch, and perceived outcomes of viewing, such as perceived influence on their interest, attitudes, knowledge, or behavior. The findings from this study will be widely shared with informal STEM institutions and webcam operators. It will provide foundational data for future experimental studies.
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our first research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
KQED and Texas Tech advanced professional knowledge in the journalism and science communication fields around crisis reporting and building a media practitioner and academic researcher collaboration for audience research through a study conducted by Scott Burg of Rockman et al. Rockman gathered data between October 2020 - May 2021, interviewed KQED Science staff and participated in virtual observations of KQED project and related staff meetings to answer our second research question:
Can KQED develop a more efficient process of disaster reporting that responds to both constantly updating
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge (A&B) and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge (A&B) and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
This collaborative research project between KQED, a public media organization serving the San Francisco Bay Area, Texas Tech University and Rockman et al conducted research to study how best to provide effective COVID-19 science news and social media content for young adult audiences.
To start the work, four “Knowledge Gap” studies – Twitter Misinformation, Mask Wearing Messaging, Germ Knowledge and Conceptual Mapping – as well as social media testing were conducted to address our research question: How could COVID-19 coverage be designed to best inform, engage and educate millennials and
Scientists have long sought to engage public audiences in research through citizen science projects such as biological surveys or distributed data collection. Recent online platforms have expanded the scope of what people-powered research can mean. Science museums are unique cultural institutions that translate scientific discovery for public audiences, often conducting research of their own. This makes museums compelling sites for engaging audiences directly in scientific research, but there are associated challenges as well. This project engages public audiences in contributing to real
DATE:
TEAM MEMBERS:
Mmachi God’sglory ObiorahJames K.L. HammermanWill GrangerHaley Margaret WestLaura TrouilleBecky RotherMichael Horn