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resource project Media and Technology
Currently, many young people - especially girls and youth of color - lose confidence and interest in science, technology, engineering and math (STEM) pathways due to a perceived disconnect between their own identity and STEM fields. To address this challenge, Twin Cities PBS (TPT) is implementing SciGirls CONNECT2. This three-year Research in Service to Practice award examines how gender equitable and culturally responsive teaching strategies influence middle school girls' confidence, interest and motivation around STEM studies, and their choices around STEM careers. A set of research-based strategies, called the SciGirls Seven, are currently employed in SciGirls, an NSF-funded informal STEM educational outreach program serving 125+ educational partner organizations nationwide. The goal is to update and enrich the SciGirls Seven, providing educators with a critical, current, and more effective resource to motivate girls in STEM studies and careers. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

Florida State University will conduct a formal research study investigating the hypothesis that STEM programs that use gender equitable and culturally responsive strategies contribute to girls' positive STEM identity development, including their sense of self-efficacy, persistence and aspirations around future STEM careers. This research will include a literature review and a study of girls' STEM identity creation. The mixed methods study will include quantitative and qualitative data collection and analysis measuring changes in students' STEM identity and teachers' confidence in STEM teaching. The quantitative data will come from the student, parent and teacher pre/post surveys. The qualitative research will be conducted via case studies at four sites and the qualitative data will include observations, focus groups and interviews. Girls at all partner sites will create videos that will allow the research team to gather additional insight. The independent firm Knight Williams, Inc. will conduct the project's external evaluation.

The project will work with a subset of 16 current SciGirls partners. These geographically diverse partners will reach youth in all-girls and co-ed informal STEM education programs in a variety of settings. More than half serve Hispanic or other minority populations. The updated strategies will be disseminated to the 2,500 educators within the SciGirls partner network and the 18,800 STEM education organizations of the National Girls Collaborative Project (NGCP) network. Dissemination of the strategies and literature review will focus on the informal STEM education field through publications and presentations, posts at PBS LearningMedia, a free online space reaching 1.5 million teachers and educators.
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TEAM MEMBERS: Rita Karl Karen Peterson Roxanne Hughes Alicia Santiago
resource project Professional Development, Conferences, and Networks
The purpose of this proposal is to convene scholars at a two-day conference to closely examine validity-related measurement issues, create a guidelines for the field of mathematics education research that addresses key ideas (e.g., validity, validity arguments, evidence for validity and measurement at-scale), and set a clear pathway for scholars to discuss quantitative measurement within mathematics education. Invitees will include a mix of young, older and diverse scholars in mathematics education research. Products include refereed journal articles along with a website.

The workshop will engage the Mathematics Education, Policy, Statistical, Psychometrics and other education research communities in examining and critiquing measurement validity evidence of mathematics education research with the long-term goal of increasing the quality of quantitative inference in mathematics education research (to include improvements in the training of doctoral students).
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TEAM MEMBERS: Jonathan Bostic Michele Carney
resource project Professional Development, Conferences, and Networks
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds efforts that seek 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 achieve these aims by identifying and closely evaluating critical factors and processes that are necessary to effectively broaden access and sustain professional learning (PL) for educational professionals working within informal STEM learning (ISL) settings. The context for this work builds on an evidence-based and nationally field tested professional learning model, Reflecting on Practice (RoP). This model will be refined to provide ISL educators with increased access to a proven PL curriculum via an in-person or blended approach, enhanced localized support, and cultivated regional professional learning communities. There is still little known about the effectiveness of blended PL within informal contexts. The emphasis on greater accessibility to PL is particularly important to the ISL field, given the significant number of informal STEM educators and institutions in underserved and remote locations, often facing disparate and insurmountable challenges in access to high quality STEM professional development. This modular program will not only target a broad range of informal institutions; varying in size, STEM content foci, geographic location and communities served but it is also uniquely designed for institutional customization and adoption, further increasing the likelihood of wide-spread uptake, participation, and engagement. If successful, this broad implementation effort will directly impact over 3,000 informal science educators and professionals in nearly 350 informal STEM learning institutions across the country. The intended theory of action and iterative, design-based implementation approach will be closely monitored, documented and analyzed by an experienced team of external evaluators, using formative and summative evaluative methods. A mixed methods approach will be employed to: (a) examine the effectiveness and accessibility of blended PL and regional PLCs for the ISL field, (b) identify critical design features in blended PL and regional PLCs for impacting educators' practice, (c) determine how PLCs can develop and continue in ISL through looking at what system of support is needed, and (d) ascertain the effective role of the Leaders and Leadership Sites. Data will be collected at all levels - from the RoP directors and PIs, document reviews, interviews and observations with RoP leaders at the six partnering institutions, and surveys with the RoP facilitators (n=700) and informal STEM educator participants (n=2,000). The results of the findings could be instrumental in the development of future frameworks and models designed to broadly disseminate similar professional learning models effectively within ISL contexts.
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TEAM MEMBERS: Lynn Tran Catherine Halversen Kalie Sacco Sarah Pedemonte
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. This proposed effort embraces broad participation by the three Ute tribes, History Colorado, and scientists in the field of archaeology to investigate and integrate traditional ecological knowledge and contemporary Western science. The project will preserve knowledge from the Ute peoples of Colorado and Utah, including traditional technology, ethnobotany, engineering and math. Results from this project will inform educational efforts in similar communities.

This project will build on the long-standing collaborations between History Colorado (HC), the Southern Ute Indian Tribe, Ute Mountain Ute Tribe and Ute Indian Tribe, Uintah & Ouray Reservation, and the Dominguez Archaeological Research Group DARG). HC will implement and evaluate a regional informal learning collaboration focused on Ute traditional and contemporary STEM knowledge serving over 128,000 learners through tribal programs, local history museums and educational networks. This project will advance the understanding of integrated knowledge and the role of Ute people as STEM learners and practitioners. This Informal Science Learning project will increase lifelong STEM learning in rural communities and create a replicable model for collaboration among tribes, history museums, and scientists.
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TEAM MEMBERS: Liz Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Public Programs
As part of an overall strategy to enhance learning within maker contexts in formal and informal environments, the Innovative Technology Experiences for Students and Teachers (ITEST) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models for making in a variety of settings through the Enabling the Future of Making to Catalyze New Approaches in STEM Learning and Innovation Dear Colleague Letter. This Early Concept Grant for Exploratory Research (EAGER) will test an innovative approach to bringing making from primarily informal out-of-school contexts into formal science classrooms. While the literature base to support the positive outcomes and impacts of design-based making in informal settings at the K-12 level is emerging, to date, minimal studies have investigated the impacts of making design principles within formal contexts. If successful, this project would not only add to this gap in the literature base but would also present a novel model for bridging the successful engineering design practices of making and tinkering primarily found in informal science education into formal science education classrooms. The model would also demonstrate an innovative, highly interactive way to engage high school students and their teachers in engineering based design principles with immediate real-world applications, as the scientific instruments developed in this project could be integrated directly into science classrooms at relatively minimal costs.

Through a multi-phased design and implementation model, high school students and their teachers will engage deeply in making design principles through the design and development of their own scientific instruments using Arduino-compatible hardware and software. The first phase of the project will reflect a more traditional making experience with up to twenty high school students and their teachers participating in an after-school design making club, in this case, focused on the development and testing of scientific instrument prototypes. During the second phase of the project, the first effort to transpose the after school making experience to a more formalized experience will be tested with up to eight students selected to participate in two week summer research internships focused on scientific instrument design and development through making at Northwestern University. A two-day summer teacher workshop will also be held for high school teachers participating in the subsequent pilot study. The collective insights gleaned from the after school program, student internships, and teacher workshop will culminate to inform the full implementation of the formal classroom pilot study. The third and final phase will coalesce months of iterative, formative research, design and development, resulting in a comprehensive pilot investigation in up to seven high school physics classrooms.

Using a multi-phased, mixed methods exploratory design-based research approach, this 18-month EAGER will explore several salient research questions: (a) How and to what extent does the design & making of scientific instrumentation serve as useful tasks for learning important science and engineering knowledge, practices, and epistemologies? (b) How engaging is this making activity to learners of diverse abilities and prior interests? What can be generalized to other types of making activities? (c) How accessible is the Arduino hardware and coding environment to learners? What combination of hardware and software materials and tools best support accessibility and learning in this type of digital making activity? and (d) What types of scaffolding (for students and teachers) are required to support the effective use of maker materials and activities in a classroom setting? Structured interviews, artifacts, video recordings from visor cameras, student design logs, logfiles, and ethnographic field notes will be employed to garner data and address the research questions. Given the early stage of the proposed research, the dissemination of the findings will be limited to a few select journals, teacher forums and workshops, and professional conferences.

This EAGER is well-poised to directly impact up to 125 high school physics students (average= 25 students/class), approximately 7 high school physics teachers, 6-8 high school summer interns, nearly 20 high school students participating in the after-school design making club, and indirectly many more. The results of this EAGER could provide the basis and evidence needed to support a more robust, expanded future investigation to further substantiate the findings and build the case for similar efforts to bring making into formal science education contexts.
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TEAM MEMBERS: David Uttal Kemi Jona
resource project Professional Development, Conferences, and Networks
Most experimental studies in the behavioral sciences rely on college students as participants for reasons of convenience, and most take place in North America and Europe. As a result, studies are only sampling from a narrow range of human experiences. The results of these studies have limited generalizability, failing to reflect the full range of mental and behavioral phenomena across diverse cultures and backgrounds. However sampling from broader populations is challenging, due to limited opportunities and access, heightened cost, and the need for specific knowledge about how to adapt research protocols to different communities. The goal of this workshop is to develop some tools and guidelines to help researchers overcome barriers to broader sampling, and to incentivize doing so through better institutional support.

The goal of this workshop is to develop tools to support and encourage increased robustness and generalizability in the experimental behavioral sciences. The meeting is dedicated to identifying and developing potential solutions to the so-called "WEIRD people" problem: the fact that most experimental behavioral science research is conducted with members of WEIRD populations (Western, Educated, Industrialized, Rich Democracies). The discovery that much of this research fails to generalize to broader populations and fails to capture the range of human patterned variation in thought and behavior creates a pressing need for research approaches to be more inclusive. Although there are researchers throughout the world who have developed effective models for overcoming these limitations, there are significant barriers to achieving robust and generalizable experimental behavioral research for most researchers. This workshop will bring together scholars from a range of disciplines whose research represents positive case studies of how to overcome these barriers. The participants aspire to accomplish three goals: 1) develop tools and training materials to help researchers enhance diversity in their research populations, 2) develop infrastructure solutions for connecting researchers across diverse contexts and populations, and 3) develop a set of recommendations for institutional changes to support enhancing diversity in experimental behavioral science through manuscript, grant, and tenure review.
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TEAM MEMBERS: Douglas Medin Daniel Hruschka Lera Boroditsky Cristine Legare
resource evaluation Public Programs
NatureStart Network brought together early childhood educators and environmental educators to support nature play, exploration, and inquiry for young children and their families within urban environments. Project partners included the Forest Preserves of Cook County and two established Head Start programs in the Chicago area, Mary Crane Center and El Valor. The foundation of the project was a series of three two-day professional learning sessions that took place over an eighteen month period. Through hands-on, collaborative learning and reflection activities, the participating educators
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TEAM MEMBERS: David Becker
resource evaluation Media and Technology
Roots of Wisdom (also known as Generations of Knowledge) is a 5-year project funded by the National Science Foundation (NSF-DRL #1010559) in support of a cross-cultural reciprocal collaboration to develop a traveling exhibit, banner exhibit, and education resources that bring together Traditional Ecological Knowledge (TEK) and western science. The summative evaluation for public audience impacts was conducted by the Lifelong Learning Group (COSI, Columbus, OH), in collaboration with Native Pathways (Laguna, NM).
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resource research Media and Technology
This is the fifth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Kyrie Caldwell Sean Seyler Amanda Ochsner Constance Steinkuehler
resource research Media and Technology
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler