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resource research Media and Technology
Abstract In 2011, Donna DiBartolomeo and Zachary Clark enrolled in the Arts in Education Program at Harvard Graduate School of Education. Harvard Graduate School of Education is home to Project Zero, an educational research group comprising multiple, independently funded projects examining creativity, ethics, understanding, and other aspects of learning and its processes. Under the guidance of Principal Investigator Howard Gardner and Project Manager Katie Davis, the authors were tasked with developing a methodology capable of observing finegrained, objective detail in complete works of
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TEAM MEMBERS: Donna DiBartolomeo Zachary Clark
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
resource project Media and Technology
This Research in Service to Practice project, a collaboration of Pepperdine University and the New York Hall of Science, will establish a network of STEM-related Media Making Clubs comprised of after-school students aged 12 - 19 and teachers in the U.S. and in three other countries: Kenya, Namibia and Finland. The media produced by the students may include a range of formats such as videos, short subject films, games, computer programs and specialized applications like interactive books. The content of the media produced by the students will focus on the illustration and teaching of STEM topics, where the shared media is intended to help other students become enthused about and learn the science. This proposal builds on the principal investigator's previous work on localized media clubs by now creating an international network in which after-school students and teachers will collaborate at a distance with other clubs. The central research questions for the project pertain to three themes at the intersection of learning, culture and collaboration: the impact of participatory teaching, virtual networks, and intercultural, global competence. The research will combine qualitative, cross-cultural and big data methods. Critical to the innovation of the project, the research team will also develop a network assessment tool, adapting epistemic network analysis methods to the needs of this initiative. This work 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.
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TEAM MEMBERS: Eric Hamilton Katherine McMillan Priya Mohabir
resource project Media and Technology
As a part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds research and innovative resources for use in a variety of settings. This Broad Implementation project would scale up the CryptoClub Project, an afterschool and online program designed to engage middle school youth in mathematics and cryptography. The project builds on previous successful work and evaluation that is ready for scale up using a train-the-trainer model implemented through a partnership with the National Girls Collaborative. The project will train 160 new CryptoClub leaders who will then train 800 new leaders at 20 hub sites reaching 9600 students. In addition, professional development modules and webinars will continue to refresh leader skills. Other project components include an online multiplayer cryptography game, weekly challenges through social media, and digital cryptology badges for students.

The research uses a think-aloud method with students as they actually attempt to solve the cryptology problems using mathematical thinking. Three think-aloud studies will be performed during the Project. The research team will code transcripts of the interviews for evidence of the mathematical thinking intended to be addressed by each activity, as well as capturing unexpected kinds of thinking. Tasks will also be rated according to the type of knowledge elicited. A written report will include statistical analyses of the think-aloud and interview responses, interpreted in light of the overall CryptoClub goals. The findings will contribute to both future research efforts and practice. The evaluation by EDC uses a quasi-experimental design, which assesses project outcomes for trainers, leaders, students, and Internet users. EDC will also investigate the fidelity to the CryptoClub model as it is scaled up. These studies have strong potential for informing numerous other projects that are at a stage where scale up is under consideration.
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TEAM MEMBERS: Janet Beissinger Bonnie Saunders
resource project Media and Technology
The lack of diversity in the clinician-scientist workforce is a “very serious concern to the NIH” and to health care professions. Current efforts to broaden participation in STEM fields typically target high school and college-age students. Yet, history and national trends suggest that these efforts alone will not result in rapid or significant change because racial and ethnic disparities are already evident by this time. Children are forming career preferences as early as elementary school, a time when they have little exposure to science and STEM career options. The overall vision of this team is to meet the nation’s workforce goal of developing a diverse, clinician-scientist workforce while meeting the nation’s STEM goals. As a step toward this vision, the goal of This Is How We “Role” is to inspire elementary school students towards careers as clinician-scientists by increasing the number of K-4 students with authentic STEM experiences.

This goal will be attained through two specific aims. The focus of Aim 1 is to distribute and evaluate a K-4 afterschool program across the diverse geographic regions of the US, to support the development of a robust and diverse clinician-scientist workforce. Aim 2 is focused on developing the community resources (afterschool program curriculum, informational books and online certificate program) for promoting health science literacy and encouraging careers in biomedical and clinical research for K-4 students from underserved and underrepresented communities. Combined, these aims will enhance opportunities for young children from underserved communities to have authentic STEM experiences by providing culturally responsive, afterschool educational programs which will be delivered by university student and clinician-scientist role models who are diverse in gender, race, and ethnicity.

Books and an online certificate program about health issues impacting people and their animals (i.e. diabetes, tooth decay) will be developed and distributed to children unable to attend afterschool programs. Further, by engaging veterinary programs and students from across the US, along with practicing veterinarians, this program will examine whether the approaches and curriculum developed are effective across the diverse communities and geographic regions that span the country. Elementary school teachers will serve as consultants to ensure that educational materials are consistent with Next Generation Science Standards, and will assist in training university students and clinician-scientists to better communicate the societal impact of their work to the public.

The program will continue to use the successful model of engaging elementary school students in STEM activities by using examples of health conditions that impact both people and their animals. Ultimately, this project will educate, improve the health of, and attract a diverse pool of elementary school students, particularly those from underserved communities, to careers as clinician-scientists.
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TEAM MEMBERS: Sandra San Miguel
resource research Media and Technology
Over the past ten years, investments in infrastructure for informal STEM education and science communication have resulted in significant growth in the number and variety of resources and depth of expertise available to members of the STEM research community wishing to develop outreach, engagement and broader impacts activities. This report/white paper recounts some of the developments that led to the existing synergy between Informal STEM Education (ISE), science communication, and STEM research, provides examples of infrastructure and resources that support this work, and identifies areas of
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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
The Clay Center for Arts and Sciences of West Virginia will create professional learning communities of teachers and after-school staff serving 7th grade students at seven partner schools using digital storytelling as a tool to explore energy-related topics impacting their communities. West Virginia's role as a leading coal producer and the impact of natural gas drilling served as strong influencing factors in the creation of this STEAM project, titled emPOWERed Stories. Students will create an exhibit that incorporates these digital stories. The results will inform the broader field on ways to better blend formal and informal education experiences to become more potent learning environments.
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TEAM MEMBERS: William Jeffries
resource evaluation Media and Technology
This report describes an evaluation of two educational programs that Iridescent offered with a grant from the National Science Foundation. These two programs were developed for youth and their families and were organized around open-ended Engineering Design Challenges. These are hands-on problem-solving activities supported by a web-based platform known as the Curiosity Machine. The Curiosity Machine and the Design Challenges were designed to work together to engage learners in fundamental physics and engineering concepts in fun and open-ended ways, while enhancing their curiosity, creativity
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TEAM MEMBERS: Tara Chklovski Daniel Hickey
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 project Media and Technology
Kinetic City After School is a project supported by a prior NSF award that has produced over 80 activities in areas typical of after school activities such as computer games/simulations, hands-on activities, active play, and art and writing. This pathways project, KC Empower, will redesign and test five activities of the 80 activities currently developed by Kinetic City using a new approach to increase the representation of children and youth with disabilities in informal science settings. The project will test how universal design principles can be integrated with new technologies, not available when most after school STEM content was created, to address the needs of students with disabilities. The technologies used in the redesign include advanced mobile platforms and applications; search engines that sift through audio, image and video files; gaming input devices that respond to body movements; and information restructuring that allows multiple representations of content. The project will test how universal design guidelines will work with new technologies, in the short-term providing hands-on activities more accessible to students with disabilities, while increasing access for all students. The project is expected to lead to a full scale development project that will update all modules in Kinetic City After School. The target audience is 3rd - 5th grade students. The hypothesis of the project is that designing for disability can strengthen activities designed to increase science knowledge. Rather than making accommodations for persons with disabilities, it is the environment and design that are disabled, and it is better educational practice to rethink the activity from the point of view of all learners, including those with disabilities. Thus the use of universal design will address how best to present material for all users while influenced by the challenges presented by disabled users. The project includes the Coalition for Science After School, the Center for Applied Special Technology and the Afterschool Alliance.
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TEAM MEMBERS: Robert Hirshon Laureen Summers