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resource project Media and Technology
A large body of research highlights the benefits of storybooks for children's learning. In the context of preschool classrooms, the use of storybooks to engage young children in STEM is a frequent topic of practitioner-oriented articles. There is also an increasing number of informal STEM education (ISE) projects exploring how to leverage storybooks to engage young children and their families in different STEM content domains. While there is universal excitement for the potential of storybooks in ISE, there is an acknowledgment of a critical need for more cross-project sharing, more research, and more efforts to synthesize and share findings. This award will catalyze new research studies and partnerships to advance efforts in ISE contexts, including the role of books in the overall learning experience or program, how books are selected or designed, and how the reading is facilitated by teachers and families. Participants will be educators and researchers working with or studying family learning for preschool-age children (three to five years) using early childhood fiction books as a tool for engaging families in STEM topics and skills.

Storybook STEM will be implemented in four phases: (1) pre-convening activities to plan, synthesize existing resources, engage a broader group of educators and researchers beyond convening attendees, and prepare convening participants to maximize the value of the in-person discussions; (2) in-person convening to catalyze cross-project discussions, outline promising practices, and identify questions and ideas for the future; (3) evaluation of the impact and value of the convening, from the perspective of participants and a project steering committee; and (4) dissemination of findings and recommendations to educators and researchers within and beyond the ISE field. Outcomes include: (1) documenting current and past work in ISE and other fields; (2) summarizing key recommendations and resources from the reading, literacy, and early childhood development fields; and (3) outlining promising directions for future work.

The findings from this project will provide a critical resource to help broadening participation efforts be more effective and inclusive for audiences across the country. Research studies motivated by the convening will address the lack of empirical work on storybooks as a tool for ISE programs and advance the ISE field's knowledge of how to integrate these books effectively. Because storybooks are a highly accessible and almost universally used family learning resource, the topic of the convening will be relevant to a wide range of audiences and will help educators broaden access to ISE for traditionally underserved and under-resourced communities.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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resource project Media and Technology
Future educational robots are emerging as social companions supporting learning. By socially interacting with such a robot, learners can potentially reason and talk about the things they are learning and receive help in seeing the relevance of STEM in their daily lives. However, little is known about how to design educational robots to work with youth at home over a long period of time. This project will develop an informal science learning program, called STEMMates, in collaboration with a local community center, for youth with little interest in science. The program will partner learners with an in-home learning companion robot, designed to read books with youth and provide science activities for them at the community center, where youth will engage in exciting and personally relevant science learning. As the learner reads books, the robot will make comments about what is happening in the book to help connect the reading to the science activities at the community center. The overarching goals of STEMMates are to: (a) positively support youth's individual interest in science and future science learning, (b) connect in-home learning experiences with out-of-school community-based learning, (c) bridge the gap between formal and informal engagement and learning in science, and (d) encourage the participation of youth who are underrepresented and who have low interest in STEM learning. This 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 opportunities for the public in informal environments.

Researchers will work with youth and staff at the community center, alongside experts in informal science learning, to design the program and then test how learners respond to reading with the robot and participating in the science activities and whether this program has a lasting impact on their science interest. Social interactions with a robot may help distribute cognitive load during learning activities to help youth reason about STEM and also supplement learning by improving feelings of value and belongingness in order to facilitate lasting interest development. Following a mixed-methods research approach using qualitative and quantitative data-collection techniques, the research team will investigate the following research questions: (1) What social and interest-development supports and activities can be utilized as socially situated interest scaffolds in an informal and in-home, augmented reading and science activity program to promote individual interest and learning in science for low interest learners? How can a social robot best facilitate this program? (2) How do learners perceive and interact with the robot in authentic, in-home, long-term situations, and how does this interaction change over time? (3) Does working with a robot designed with socially situated interest scaffolds increase individual interest in science when compared to a pre-intervention baseline, and do these effects impact future (long-term) interest and engagement in formal science learning? To answer these research questions, researchers will implement the science learning program during an 11-week summer deployment and utilize an AB single-case research design. Interview-based qualitative data and self-report surveys to examine the learner?s perception of the robot and their evolving interest in science and quantitative data on science learning using pre-/post-measure comparisons will be collected. Log data of time-on-task, reading rate, book selection and reading goal attainment will also be collected by the robot. The outcomes of this project will lay the groundwork for future investigations of the design of social robots for a diversity of learner populations and their use in different informal learning settings.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Bilge Mutlu
resource project Exhibitions
The Antarctic Dinosaurs project aims to leverage the popularity and charisma of dinosaurs to inspire a new generation of polar scientists and a more STEM (Science, Technology, Engineering, Mathematics)-literate citizenry. The project, centered on a giant screen film that will reach millions of theatrical viewers across the U.S., will convey polar science knowledge through appealing, entertaining media experiences and informal learning programs. Taking advantage of the scope of research currently taking place in Antarctica, this project will incorporate new perspectives into a story featuring dinosaurs and journey beyond the bones to reveal a more nuanced, multi-disciplinary interpretation of paleontology and the profound changes the Antarctic continent has endured. The goals of the project are to encourage young people to learn about Antarctica and its connection to the rest of the globe; to challenge stereotypes of what it means to participate in science; to build interest in STEM pursuits; and to enhance STEM identity.

This initiative, aimed particularly at middle school age youth (ages 11-14), will develop a giant screen film in 2D and 3D formats; a 3-episode television series; an "educational toolkit" of flexible, multi-media resources and experiences for informal use; a "Field Camp" Antarctic science intervention for middle school students (including girls and minorities); fictional content and presentations by author G. Neri dealing with Antarctic science produced for young people of color (including non-readers and at-risk youth who typically lack access to science and nature); and presentations by scientists featured in the film. The film will be produced as a companion experience for the synonymous Antarctic Dinosaurs museum exhibition (developed by the Field Museum, Chicago, in partnership with the Natural History Museum of Los Angeles County, Discovery Place, Charlotte, NC, and the Natural History Museum of Utah). Project partner The Franklin Institute will undertake a knowledge-building study to examine the learning outcomes resulting from exposure to the film with and without additional experiences provided by the Antarctic Dinosaurs exhibition and film-related educational outreach. The study will assess the strategies employed by practitioners to make connections between film and other exhibits, programs, and resources to improve understanding of the ways film content may complement and inspire learning within the framework of the science center ecosystem. The project's summative evaluation will address the process of collaboration and the learning impacts of the film and outreach, and provide best practices and new models for content producers and STEM educators. Project partners include film producers Giant Screen Films and Dave Clark Inc.; television producer Natural History New Zealand (NHNZ); Discovery Place (Charlotte, NC); The Franklin Institute; The Field Museum; The Natural History Museum of Utah (The University of Utah); author G. Neri; and a team of scientists and diversity advisers. This 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. The project has co-funding support from the Antarctic section of the Office of Polar Programs.

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.
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TEAM MEMBERS: Deborah Raksany Karen Elinich Andrew Wood
resource research Media and Technology
Girls met to engage with Through My Window twice each week after school. The afterschool program format provided a freer, less structured atmosphere than a classroom setting. Students extensively debated and investigated the questions and themes posed by the novel, Talk to Me. The meeting space had plenty of space for students to move around, as well as teachers who encouraged the expression of full emotional and intellectual enthusiasm for the story at hand.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services
resource research Media and Technology
East Longmeadow implemented Through My Window in two seventh grade classrooms, each teaching different subjects—creative reading and STEAM. Students used the print and audio versions of Talk to Me, and read or listened to the book independently and together, in class and at home. They also participated in both online and offline activities that, along with the book, helped them engage with ideas and propose solutions related to engineering challenges.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services (CES)
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Through My Window is engineering education that applies research from the learning sciences—including the use of cognitive tools such as narrative and knowledge building—in an idea-centered digital environment. Together these approaches support deep learning and address the critical need of preparing young learners to participate in the knowledge society. The curriculum includes young adult novels; interactive, online learning modules; and offline enrichment
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Isabel Huff
resource project Media and Technology
This full scale research and development collaborative project between Smith College and Springfield Technical Community College improves technical literacy for children in the area of engineering education through the Through My Window learning environment. The instructional design of the learning environment results from the application of innovative educational approaches based on research in the learning sciences—Egan's Imaginative Education (IE) and Knowledge Building (KB). The project provides idea-centered engineering curriculum that facilitates deep learning of engineering concepts through the use of developmentally appropriate narrative and interactive multimedia via interactive forums and blogs, young adult novels (audio and text with English and Spanish versions), eight extensive tie-in activities, an offline teachers’ curriculum guide, and social network connections and electronic portfolios. Targeting traditionally underrepresented groups in engineering—especially girls—the overarching goals of the project are improving attitudes toward engineering; providing a deeper understanding of what engineering is about; supporting the development of specific engineering skills; and increasing interest in engineering careers. The project will address the following research questions: What is the quality of the knowledge building discourse? Does it get better over time? Will students, given the opportunity, extend the discourse to new areas? What scaffolding does the learning environment need to support novice participants in this discourse? Does the use of narrative influence participation in knowledge building? Are certain types of narratives more effective in influencing participation in knowledge building? Evaluative feedback for usability, value effectiveness, and ease of implementation from informal educators and leaders from the Connecticut After School Network CTASN) will be included. The evaluation will include documentation on the impact of narrative and multimedia tools in the area of engineering education. Currently, there is very little research regarding children and young teen engagement in engineering education activities using narrative as a structure to facilitate learning engineering concepts and principles. The research and activities developed from this proposed project contributes to the field of Informal Science and Engineering Education. The results from this project could impact upper elementary and middle-school aged children and members from underrepresented communities and girls in a positive way.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Alan Rudnitsky Isabel Huff
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It highlights the goals, audience, outcomes, and lessons learned for a pathways project to develop a model for producing scientific news reports in a variety of media formats on a range of topics of keen interest to rural and Native American communities in Montana. Cultural differences and geographic isolation influence opportunities to provide STEM content to these communities, yet these communities are facing perplexing decisions about exploitation of their environmental resources. The poster highlights the successes of
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TEAM MEMBERS: University of Montana Alison Perkins
resource research Media and Technology
This poster highlights the learning outcomes and research questions of the Advancing Informal STEM Learning Through Scientific Alternate Reality Games project. It was presented at the 2014 AISL PI Meeting.
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TEAM MEMBERS: Brigham Young University Derek Hansen Kari Kraus
resource evaluation Media and Technology
Research Questions: (1) To what extent do children's and parent's interest in math and science increase as a result of exposure to one or more of the project's components? (2) To what extent do children and parents want to engage further with Mateo y Cientina after initial exposure to the cartoon through one or more of the project's components? (3) To what extent do parents and children think they've learned new concepts about math and science as a result of completing a Mateo y Cientina activity? (4) To what extent do parents and children gain confidence in their understanding of math and
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TEAM MEMBERS: Sarah Mushlin University of California Colleen Kuusinen
resource evaluation Media and Technology
ConCiencia News was the first Spanish-language news service in the United States focused exclusively on health, science and environmental news, providing free of cost news stories to a diverse array of Hispanic media including 100+ newspapers and magazines, top Hispanic web portals, and almost 150 Spanish-language radio stations. Each news story features original content developed by SRF journalists, and Hispanic researchers are often features to serve as role models for the public. The summative evaluation focused on two primary audiences for the Spanish-language stories: 1) the professional
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TEAM MEMBERS: Steven Yalowitz Self Reliance Foundation
resource project Media and Technology
Washington Independent Writers is engaged in a planning phase toward publication of Quest?, a 4-page, tabloid sized newspaper about science, technology, and society for children and their families. The target audience is children age 8 to 16, with a focus on the 10-14 year-old age group, along with their parents, teachers, and counselors. A prototype version of the paper has been published locally and distributed through Safeway stores. During the planning phase, the PI and staff will conduct the following activities: Conduct front-end evaluation of the target audience with particular emphasis being given to identifying ways to reach underserved and underrepresented groups; Work with science, technology, and graphics experts to improve the quality of the content and design; Explore traditional and new distribution mechanisms and cooperative arrangements; Create and test interdisciplinary procedures for evaluation; Establish a network of individual, community, corporate, and institutional supporters, including educators, community leaders, scientists, and engineers; Create linkages with schools and school programs; Explore funding sources and sponsorships; Continue building a Board of Advisors.
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TEAM MEMBERS: Jill MacNeice