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resource project Media and Technology
This award takes an innovative approach to an ongoing, pervasive, and persistent societal issue: women are still drastically underrepresented in computing careers. This project targets middle school-aged girls because it is a time when many of them lose interest and confidence in pursuing technical education and computing careers. This project will design, develop, and deploy a one-week experience focused on middle school girls that targets this issue with a novel combination of teaching techniques and technology. The project will use wearable computing devices to support girls' social interactions as they learn computing and solve technical challenges together. The goals of the project are to raise interest, perceived competence, and involvement in the computational ability of girls. Additionally, the project aims to increase a sense of computational community for girls that makes pursuing computational skills more relevant to their identities and lives, and that helps continued participation in computing. The project will deploy a one-week experience four times per year with a socioeconomically diverse range of campers. The project will also develop a 'program in a box' kit that can be broadly used by others wishing to deliver a similar experience for girls.

The planned research will determine if a one-week experience that uses social wearable construction in the context of live-action role play can use the mediating process of computational community formation to positively impact middle school girls' engagement with and interest in computation. Computational community is defined as girls engaging together in the process of learning computation, trading resources and knowledge, and supporting growth. Research participants will include 100 6th to 9th-grade girls. At least 75% of the participants will be either low income, first-generation college-bound, or underrepresented in higher education. Students will be recruited through the longstanding partnerships with title one schools in the Salinas Valley, the Educational Partnership Center, and in the Pajaro Valley Unified School district, where 82% of the students are Hispanic/Latinx, 42% are English Learners, and 73% are eligible for free or reduced lunch. The research questions are: 1) Does the proposed experience increase girls' self-reported competence, self-efficacy, and interest in computational skills and careers? and 2) Will the proposed experience lead to activity-based evidence of learning and integration of computational skills at the group social level? The project will use a mixed-methods, design-based research approach which is an iterative design process to rapidly collect and analyze data, and regularly discuss the implications for practice with the design team. Data will be collected using observations, interviews, focus groups, surveys, and staff logs. Quantitative data will be analyzed using frequencies, means, and measures of dispersion will be applied to survey data from both time points. Pearson correlation coefficients will be used to describe the bivariate relationship between continuous factors. ANOVAs will assess whether there are significant differences in continuous measures across groups. Qualitative data will be analyzed using a constant comparison method.

This Innovations in Development 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.
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TEAM MEMBERS: Katherine Isbister
resource project Media and Technology
Research shows that algebra is a major barrier to student success, enthusiasm and participation in STEM for under-represented students, particularly African-American students in under-resourced high schools. Programs that develop ways to help students master algebra concepts and a belief that they can perform algebra may lead to more students entering engineering careers. This project will provide an online engineering program to support 9th and 10th grade Baltimore City Public Schools students, a predominantly low-income African-American cohort, to develop concrete goals of becoming engineers. The goals of the program are to help students with a growing interest in engineering to maintain that interest throughout high school. The project will also support students aspire to an engineering career. The project will develop in students an appreciation of requisite courses and skills, and increase self-efficacy in mathematics. The project will also develop a replicable model of informal education capable of reinforcing the mathematical foundations that students learn during the school day. Additionally, the project will broaden participation in engineering by being available to students during out-of-school time and by having relaxed entrance criteria compared to existing opportunities in supplemental engineering curricula. The project is a collaboration between the Baltimore City Public Schools, Johns Hopkins University Applied Physics Laboratory, Northrop Grumman Corporation, and Expanded School-Based Mental Health programs to support students both during and after participation. The project will benefit society by providing skills that will allow high school students to become members of tomorrow's highly trained STEM workforce.

The research will test whether an informal, scaffolded online algebra-for-engineering program increases students' mastery and self-efficacy in mathematics. The research will advance knowledge regarding informal education by applying Social Cognitive Career Theory as a framework for measuring program impact. The theoretical framework will aid in identifying mechanisms through which students with interest in engineering might persist in maintaining this interest through high school via algebra skill mastery and increased self-efficacy. The project will recruit 200 youth from the Baltimore City Public Schools to participate in the project over three years. Qualitative data will be collected to assess how student and school socioeconomic factors impact implementation, student engagement, and outcomes. The research will answer the following questions: 1) What effect does program participation have on math mastery? 2) What direct and indirect effects do program completion and supports have on students' mathematics self-efficacy? 3) What direct and indirect effects do program components have on engineering career goals by the end of the program? 4) What direct and indirect effects does math self-efficacy have on career goals? 5) To what extent are the effects of program participation on engineering career goals mediated by math self-efficacy and engineering interest? 6) How do school factors relate to the implementation of the program? 7) What socioeconomic-related factors relate to the regularity and continuation of student participation in the program? The quantitative methods of data analysis will employ descriptive and multivariate statistical methods. Qualitative data from interviews will be analyzed using an emergent approach and a coding scheme guided by theoretical constructs. Project results will be communicated to scholars and practitioners. The team will also share information through school newsletters and parent communication through Baltimore City Public Schools.

This project is funded by 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.
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TEAM MEMBERS: Michael Falk Christine Newman Rachel Durham
resource project Media and Technology
Virtual Reality (VR) shows promise to broaden participation in STEM by engaging learners in authentic but otherwise inaccessible learning experiences. The immersion in authentic learner environments, along with social presence and learner agency, that is enabled by VR helps form memorable learning experiences. VR is emerging as a promising tool for children with autism. While there is wide variation in the way people with autism present, one common set of needs associated with autism that can be addressed with VR is sensory processing. This project will research and model how VR can be used to minimize barriers for learners with autism, while also incorporating complementary universal designs for learning (UDL) principles to promote broad participation in STEM learning. 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 project will build on a prototype VR simulation, Mission to Europa Prime, that transports learners to a space station for exploration on Jupiter's moon Europa, a strong candidate for future discovery of extraterrestrial life and a location no human can currently experience in person. The prototype simulation will be expanded to create a full, immersive STEM-based experience that will enable learners who often encounter cognitive, social, and emotional barriers to STEM learning in public spaces, particularly learners with autism, to fully engage and benefit from this STEM-learning experience. The simulation will include a variety of STEM-learning puzzles, addressing science, mathematics, engineering, and computational thinking through authentic and interesting problem-solving tasks. The project team's learning designers and researchers will co-design puzzles and user interfaces with students at a post-secondary institute for learners with autism and other learning differences. The full VR STEM-learning simulation will be broadly disseminated to museums and other informal education programs, and distributed to other communities.

Project research is designed to advance knowledge about VR-based informal STEM learning and the affordances of VR to support learners with autism. To broaden STEM participation for all, the project brings together research at the intersection of STEM learning, cognitive and educational neuroscience, and the human-technology frontier. The simulation will be designed to provide agency for learners to adjust a STEM-learning VR experience for their unique sensory processing, attention, and social anxiety needs. The project will use a participatory design process will ensure the VR experience is designed to reduce barriers that currently exclude learners with autism and related conditions from many informal learning opportunities, broadening participation in informal STEM learning. Design research, usability, and efficacy studies will be conducted with teens and adults at the Pacific Science Center and Boston Museum of Science, which serve audiences with autism, along with the general public. Project research is grounded in prior NSF-funded research and leverages the team's expertise in STEM learning simulations, VR development, cognitive psychology, universal design, and informal science education, as well as the vital expertise of the end-user target audience, learners with autism. In addition to being shared at conferences, the research findings will be submitted for publication to peer-reviewed journals for researchers and to appropriate publications for VR developers and disseminators, museum programs, neurodiverse communities and other potentially interested parties.

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.
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TEAM MEMBERS: Teon Edwards Jodi Asbell-Clarke Jamie Larsen Ibrahim Dahlstrom-Hakki
resource project Media and Technology
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 Innovations in Development project addresses the need to broaden girls' participation in STEM studies and career pathways. While women make up 47% of the U.S. workforce, they hold only 28.3% of STEM jobs and only 1 in 10 employed engineers and scientists are minority women. Girls of low socioeconomic status start losing interest and confidence in STEM during middle school, and this decline often continues as girls get older. Multiple sociocultural barriers contribute to girl's loss of confidence including gender and ethnic stereotypes; lack of culturally responsive programming; limited exposure to women role models; and few or no hands-on STEM experiences. This project builds upon the success of SciGirls, the PBS television show and national outreach program, which provides professional development on research-based gender equitable and culturally responsive teaching strategies designed to engage girls in STEM. It is a collaboration between Twin Cities Public Television, the Cornell Lab of Ornithology, and the National Park Service. The project's goal is to create media-rich citizen science experiences for girls, particularly girls of color and/or from rural areas, which broaden their STEM participation, build positive STEM identities and increase girls' understanding of scientific concepts, while leveraging citizen science engagement at national parks. Project deliverables include 1) creating five new PBS SciGirls episodes that feature real girls working with women mentors in 16 National Parks, 2) producing five new role model videos of women National Park Service STEM professionals, nationally disseminated on multiple PBS platforms, 3) providing professional development for educators and role models. This project will increase access to STEM education for girls of color and/or from rural areas, inspiring and preparing them for future STEM workforce participation. It will build the capacity of educators and National Park Service women role models to create educational and professional programs that are welcoming to girls of varying racial, ethnic, socioeconomic, and geographic backgrounds. SciGirls' massive reach to diverse audiences via PBS broadcast and multiple PBS digital platforms will amplify public scientific literacy, particularly for 21st- century audiences that connect, learn and live online.

The research study conducted by the Cornell Lab of Ornithology will address these questions: 1) To what extent does the use of culturally responsive and gender equitable multimedia in citizen science programming affect girls' learning outcomes, and contribute to the development of positive STEM identity' 2) how will their experiencing citizen science in the parks influence girls' connection to nature? At the beginning of the project all participating girls (n=160) will complete a survey on their interest in science, efficacy for doing science, and knowledge of citizen science and project-specific subject matter. Researchers will use the suite of DEVISE instruments most of which have been validated for youth to measure these constructs. To measure connection to nature, researchers will use the Connection to Nature Index, a scale developed for children. Interviews with the girls will be used to obtain qualitative data to supplement the survey data. Pre-post data will be analyzed to determine the influence of the culturally responsive media and experiences on girls' STEM identities. Researchers will share findings with the project evaluator to triangulate data between educators' implementation of the strategies and girls' learning outcome providing a more holistic picture of the overall program.

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.
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resource project Media and Technology
This project will research and develop the Circuit, a mobile phone and web-based application that will empower families and the general public to discover the broad spectrum of informal Science, Technology, Engineering and Mathematics (STEM) opportunities that exist in most communities. These informal STEM resources include science and children's museums, science and computer camps, maker spaces, afterschool programs, citizen science and much more. There is currently no "one-stop" searching for these resources. Instead, participants must conduct multiple, inefficient Internet searches to find the sought for STEM resources. The Circuit will enable users to efficiently search a rich informal STEM database, identifying resources by location, geography, age levels, science discipline, type of program and other factors. The Circuit builds on SciStarter, an existing online platform that connects thousands of prospective and active citizen scientists to citizen science projects. SciStarter has made possible the collection and organization of several thousand citizen science projects that would otherwise be scattered across the web. The Circuit will build on SciStarter's technical achievements in the citizen science sector, while systematically encompassing the offerings of established national networks. By integrating existing networks of informal STEM resources, the app will afford the public with unrivaled access to informal STEM opportunities, while collecting data that reveals patterns of engagement towards understanding factors of influence between different types of STEM experiences.

The app will provide researchers with new opportunities for researching how families and adults participate in the ecosystem of informal STEM resources in their communities. The Circuit will develop web tools to aggregate and organize digital content from trusted, currently siloed, informal STEM networks of content providers. These include science festivals, science and children's museums, the American Association for the Advancement of Science (AAAS), and Discover Magazine (3 million readers), the largest general interest science publication. Each content partner will feed the app with information directly or through their membership and encourage adoption of The Circuit within their respective communities. The project will design digital tools, including APIs (application program interfaces) to acquire and share digital content, embeddable tools to record and analyze data about movement, engagement, and persistence across domains, and social media tools and related APIs to distribute, track, and analyze content, engagement and demographics. (An API is a code that allows two software programs to communicate with each other.) The project will conduct small-scale, proof-of-conduct studies, to test the viability of the platform to support future, independent full-scale research. An analytics dashboard will be designed and tested with partners, researchers, and evaluators to ensure access to data on patterns of visits, clicks, referrals, searches, "joins," bookmarks, shares, contributions, user-locations, persistence, and more, within and across domains. Because each partner will feed their analytics into the shared dashboard, this will provide unprecedented and much-needed data to advance research in informal STEM learning. The Circuit will allow the tracking of patterns of engagement across networks and programs. Anonymized analytics of behavioral data from end users of The Circuit will support new approaches to advance evidence-based understanding of connected informal STEM learning by exhibiting engagement patterns across informal STEM domains. Through volunteer participation by the public, the Circuit will explore the geographic and demographic patterns of participants in the system, and derive important design lessons for its own and future efforts to create curated systems of connected learning across STEM education in informal 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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resource project Media and Technology
Familiarity with statistical and data literacy is important in many areas of modern life, but there is little research on how adults continue to build mathematical literacy beyond formal schooling. Mass media science news stories contain much data, assuming that adults will understand the content.This 4-year project will first map the landscape of adult statistical literacy in the US, particularly as it relates to news consumption. The second phase will build on results from the first phase through a longitudinal study. In the third phase, the project will develop a range of experiments to manipulate mathematical explainers embedded in STEM news stories and test techniques with adult audiences, with the goal of identifying the attributes and affordances that best improve confidence and competence in the underlying math principles and their meaning to news stories. in addition to the research, project components include 12 broadcast video and social media pieces each year that will form the basis for testing with audiences, a one-day symposium for professional science journalists, and a written best practice guide that summarizes key findings and implications for practitioners.

Critical research questions are: How do mathematical competence and confidence differ among different segments of the adult population? How can STEM journalists improve adult mathematical competence and confidence through their reporting techniques? Phase 1 of the research will be a landscape review of mathematical content in the news including a baseline study of adult statistical literacy. Phase 2 will be a longitudinal study with news audiences recruited to participate in a panel study. Phase 3 will be iterative testing of the digital content based on the findings from Phases 1 and 2 and will use both focus groups and online testing. External evaluation will be conducted by TERC including an evaluation of the symposium for professional journalists.

The broader impacts of this project are twofold: the science videos created will be broadcast and made available free to a national audience including those in rural areas; and the training of science journalists has the potential for multiple, long term impact by increasing their ability to communicate statistics meaningfully to their readers/viewers.

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
This four-year research study will investigate families' joint media engagement (JME) and informal STEM learning while listening to the child-focused STEM podcast, Brains On! Prior research has shown that the setting where families most often listen to this podcast together is the family automobile as children are being driven to school, on road trips, or other activities. Brains On! is rooted in the mission-driven principle of public radio to educate and inspire. The target audience is children 5-12 years old and their parents or caregivers. Each episode ranges from 20-45 minutes in length and presents ideas from a variety of STEM disciplines such as physics, chemistry, biology and engineering featuring sound-rich explanations of concepts through fun skits, original songs and interviews with scientists. The episodes use a light-hearted, humorous approach to share oftentimes complex STEM information. To provide an interactive experience, hosts encourage the audience to participate with the show by sending in drawings, emailing photos of plants and animals, or posing questions to be answered in future episodes. Every episode is co-hosted by a different child who interviews top scientists about their work. The scientists are selected to be representative of the range of topics presented and are meant to serve as role models for the listeners and demonstrating a wide range of career options in the STEM field.

The research adds to the social learning theory of joint media engagement (JME) which has shown that interactions between people sharing a media experience can result in learning together. Recent work on Joint Media Engagement has focused on parent/child interactions with television/video in the home. But little is known about how families engage with children's STEM podcasts together and what learning interactions occur as a result. Even less is known about this engagement within an automobile setting. This research project will build new knowledge filling a gap in the informal STEM learning field. It will use a mixed-methods research design with three phases of research to answer these questions: 1) How does the Brains On! podcast mediate STEM-based joint media engagement and family learning in an automobile setting? 2) What does STEM based joint media engagement and family learning look and sound like in this setting? 3) How do "in-automobile" factors foster or impede STEM-based joint media engagement and family learning? Phase 1 is a listener experience video study of 30 families listening to the Brains On! episodes. Phase 2 is video-based case studies of the natural automobile-based listening behaviors of eight Phase 1 families. Phase 3 is an online survey of Brains On! listeners to understand how representative the findings from Phases 1 and 2 are to the larger Brains On! Research. Results will be shared widely with key audiences that can use the findings (media developers, ISE practitioners, ISE evaluators and researchers, and families). It will also make an important contribution to the Joint Media Engagement literature and the ISE field.

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: Amy Grack Nelson Molly Bloom
resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

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: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

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: Ross Higashi
resource project Exhibitions
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. Informal STEM educational activities have proliferated widely in the US over the last 20 years. Additional research will further validate the long-term benefits of this mode of learning. Thus, elaborating the multitude of variables in informal learning and how those variables can be used for individual learning is yet to be defined for the circumstances of the learners. Thus, the primary objective of this work is to produce robust and detailed evidence to help shape both practice and policy for informal STEM learning in a broad array of common circumstances such as rural, urban, varying economic situations, and unique characteristics and cultures of citizen groups. Rather than pursuing a universal model of informal learning, the principal investigator will develop a series of comprehensive models that will support learning in informal environments for various demographic groups. The research will undertake a longitudinal mixed-methods approach of Out of School Time/informal STEM experiences over a five-year time span of data collection for youth ages 9-19 in urban, suburban, town, and rural communities. The evidence base will include data on youth experiences of informal STEM, factors that exert an influence on participation in informal STEM, the impact of participation on choices about educational pathways and careers, and preferences for particular types of learning activities. The quantitative data will include youth surveys, program details (e.g. duration of program, length of each program session, youth/facilitator ratio, etc.), and demographics. The qualitative data will include on-site informal interviews with youth and facilitators, and program documentation. 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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