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resource evaluation Media and Technology
InformalScience.org is an online collection of resources designed to serve a broad community of professionals whose work relates to informal education in science, technology, engineering, and math (STEM). Funded by the National Science Foundation and managed by the Center for Advancement of Informal Science Education (CAISE), InformalScience hosts a variety of usercontributed resources, including a wiki of evidence-based information on the impacts of informal STEM and a database of over 7,000 reports, articles, project descriptions, and other items uploaded by CAISE and website members. The
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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 media and technology project will scale up Youth Radio's proven model of STEM education through youth-driven multimedia journalism and related app development using the MIT App Inventor. A new Youth News Network (YNN) will implement a nationwide feeder system of youth reporters and educators using the previously developed and proven STEM curriculum. Previous research and evaluation has demonstrated that this model can engage underserved youth and put them in leadership positions in technological innovation. Key deliverables include the YNN STEM Desk that will produce 15-20 STEM-related stories each year; bootcamps (1-3 day workshops) training youth around the country focusing on app development and media links; and new toolkits providing resources to help with app development, data analysis and other STEM-specific skills. Project partners include MIT Media Lab, National Public Radio, Best Buy's Teen Tech Centers, National Writing Project, Computer Clubhouses, and PBS Learning Media among others.

Over the previous eight years, research and evaluation findings had been used to refine the project. These data served as the foundation for this scale-up project. The research conducted by the investigator and the Scholar-in-Residence in this scale-up uses an embedded ethnographic approach that combines field notes, recorded meetings and discussions, media artifacts, etc.--data that is transcribed and coded for indicators of STEM learning and critical computational literacy. The external summative evaluation will build on prior evidence regarding how this unique model engages youth and impacts their skills in STEM related media and technology.
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TEAM MEMBERS: Elisabeth Soep Ellin O'Leary Harold Abelson
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
The Fluid Earth Viewer (FEVer), an interactive and visually appealing web application that will allow users to visualize current and past conditions of our planet's atmosphere and oceans will be built via this award. This free web application, available to anyone with an internet connection, will directly impact approximately 2,000 individuals in-person through three field tests and is expected to reach many more online.

FEVer will be an extension of an existing open-source web application, and the PIs will add polar data sets, extended options in the user interface, and the ability to view historical climate/weather data to the existing "earth" app. It will be a vehicle of modern Earth science communication, making information most often used by the scientific community accessible and engaging to broader communities. In particular, it will provide hands-on visualization of the important climatic role of the polar-regions, their connections to lower latitudes, and the changes they are undergoing. A companion website, FEVer-Ed, will provide background, educational support, and opportunities for additional learning through a gallery of historically interesting atmospheric and oceanic events. FEVer will serve as a gateway to data sets that have otherwise been inaccessible to audiences outside of the research community. While a number of large data sets are included in this proposal (regional and global operational weather models/reanalyses), the platform is scalable to include other data such as ice sheet and glacier dynamics.

This project is partially 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.
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TEAM MEMBERS: Jason Cervenec Aaron Wilson
resource project Media and Technology
This project will capitalize on the power of story to teach foundational computational thinking (CT) concepts through the creation of animated and live-action videos, paired with joint media engagement activities, for preschool children and their parents. Exposure at a young age to CT is critical for preparing all students to engage with the technologies that have become central to nearly every occupation. But despite this recognized need, there are few, if any, resources that (1) introduce CT to young children; (2) define the scope of what should be taught; and (3) provide evidence-based research on effective strategies for bringing CT to a preschool audience. To meet these needs, WGBH and Education Development Center/Center for Children and Technology (EDC/CCT) will utilize an iterative research and design process to create animated and live-action videos paired with joint media engagement activities for parents and preschool children, titled "Monkeying Around". Animated videos will model for children how to direct their curiosity into a focused exploration of the problem-solving process. Live-action videos will feature real kids and their parents and will further illustrate how helpful CT can be for problem solving. With their distinctive visual humor and captivating storytelling, the videos will be designed to entice parents to watch alongside their children. This is important since parents will play an important role in guiding them in explorations that support their CT learning. To further promote joint media engagement, hands-on activities will accompany the videos. Following the creation of these resources, an experimental impact study will be conducted to capture evidence as to if and how these resources encourage the development of young children's computational thinking, and to assess parents' comfort and interest in the subject. Concurrent with this design-based research process, the project will build on the infrastructure of state systems of early education and care (which have been awarded Race to the Top grants) and local public television stations to design and develop an outreach initiative to reach parents. Additional partners--National Center for Women & Information Technology, Code in Schools, and code.org (all of whom are all dedicated to promoting CT)--will further help bring this work to a national audience.

Can parent/child engagement with digital media and hands-on activities improve children's early learning of computational thinking? To answer this question, WGBH and EDC/CCT are collaborating on a design-based research process with children and their parents to create Monkeying Around successive interactions. The overarching goal of this mixed-methods research effort is to generate evidence that supports the development of recommendations around the curricular, instructional, and contextual factors that support or impede children's acquisition of CT as a result of digital media viewing and hands-on engagement. Moving through cycles of implementation, observation, analysis, and revision over the course of three years, EDC/CCT researchers will work closely with families and WGBH's development team to determine how children learn the fundamentals of CT, how certain learning tasks can demonstrate what children understand, how to stimulate interest in hands-on activities, and the necessary scaffolds to support parental involvement in the development of children's CT. Each phase of the research will provide rich feedback to inform the next cycle of content development and will include: Phase 1: the formulation of three learning blueprints (for algorithmic thinking, sequencing, and patterns); Phase 2: the development of a cohesive set of learning tasks to provide evidence of student learning, as well as the production of a prototype of the digital media and parent/child engagement resources (algorithmic thinking); Phase 3-Part A: pilot research on the prototype, revisions, production of two additional prototypes (sequencing and patterns); Phase 3-Part B: pilot research on the three prototypes and revisions; and Phase 4: production of 27 animated and live-action videos and 18 parent/child engagement activities and a study of their impact. Through this process, the project team will build broader knowledge about how to design developmentally appropriate resources promoting CT for preschool children and will generate data on how to stimulate interest in hands-on activities and the necessary scaffolds to support parental involvement in the development of children's CT. The entire project represents an enormous opportunity for WGBH and for the informal STEM media field to learn more about how media can facilitate informal CT learning in the preschool years and ways to broaden participation by building parents' capacity to support STEM learning. 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.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne
resource project Media and Technology
This project, a collaboration of teams at Georgia Institute of Technology, Northwestern University, and the Museum of Design Atlanta and the Museum of Science and Industry in Chicago, will investigate how to foster engagement and broadening participation in computing by audiences in museums and other informal learning environments that can transfer to at-home and in-school engagement (and vice versa). The project seeks to address the national need to make major strides in developing computing literacy as a core 21st century STEM skill. The project will adapt and expand to new venues their current work on their EarSketch system which connects computer programming concepts to music remixing, i.e. the manipulation of musical samples, beats and effects. The initiative involves a four-year process of iteratively designing and developing a tangible programming environment based on the EarSketch learning environment. The team will develop three new applications: TuneTable, a multi-user tabletop exhibit for museums; TunePad, a smaller version for use at home and in schools; and an online connection between the earlier EarSketch program and the two new devices.

The goal is to: a) engage museum learners in collaborative, playful programming experiences that create music; b) direct museum learners to further learning and computational music experiences online with the EarSketch learning environment; c) attract EarSketch learners from local area schools to visit the museum and interact with novice TuneTable users, either as mentors in museum workshops or museum guests; and d) inform the development of a smaller scale, affordable tangible-based experience that could be used at homes or in smaller educational settings, such as classrooms and community centers. In addition to the development of new learning experiences, the project will test the hypothesis that creative, playful, and social engagement in the arts with computer programming across multiple settings (e.g. museums, homes, and classrooms) can encourage: a) deeper learner involvement in computer programming, b) social connections to other learners, c) positive attitudes towards computing, and d) the use and recognition of computational concepts for personal expression in music. The project's knowledge-building efforts include research on four major questions related to the goals and evaluation processes conducted by SageFox on the fidelity of implementation, impact, success of the exhibits, and success of bridging contexts. Methods will draw on the Active Prolonged Engagement approach (unobtrusive observation, interviews, tracking-and-timing, data summaries and team debriefs) as well as Participatory Action Research methods.

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: Michael Horn Brian Magerko Jason Freeman
resource evaluation Media and Technology
This infographic presents a visual summary of a user study of the InformalScience.org website, which was conducted in 2016. The study used online surveys, task-based interviews, and web analytics to explore the following questions: (1) Who are the site's users and what content do they value? (2) Does the site clearly convey its purpose to visitors? and (3) Are users able to navigate the site and use search tools effectively?
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TEAM MEMBERS: Claire Quimby
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
This project formed a partnership between a research team with experience in computer science (CS) education and learning sciences research and a newly fashioned practitioner team focused on building a grassroots, informal, volunteer group created to help women help themselves and others learn to write computer code. This research-practitioner partnership had a two-pronged focus, first on improving the program offered to learners through making adjustments based on research findings, and second on investigating the phenomenon of how women in the workforce informally learn CS skills that enable them to rewrite their career paths to contribute to what we know from research. The context of the study was situated in the virtual community that has formed around the phenomenally successful Salesforce Customer Relationship Management software platform.

This Exploratory Pathways project aimed to fill a gap in the research; we know little about the phenomenon of adult women in the workforce who are patching together resources to learn CS skills with a goal of job enhancement or job change. This project took an ethnographic approach to studying the informal learning (both through online, written resources and through sharing of knowledge with others) of the women involved in a 10-week, virtual Women’s Coaching and Learning group. The organization of this group consisted of learners—novice coders in the Apex language that is used on the Salesforce software platform, of coaches—more knowledgeable coders, and of a steering committee that ran the group and created the informal curriculum followed in the 10-week course.

Our overarching research question in this study was: In what ways are informal CS learning opportunities being used and created by adult women, what are their experiences with those opportunities, and how does this suggest ways to enhance those opportunities in the future to increase effectiveness in broadening access to and engagement in informal CS learning experiences for women?

We broke the question down into a number of sub questions, including:


Sociocultural context: What past gendered interactions do women report that discouraged (or encouraged) them from learning to code? What do interactions look like in female-only coaching and learning groups? In what ways does a coaching and learning group support persistence? What social barriers and supports outside the group affect persistence?
Personal context: What are the characteristics and backgrounds of female administrators who seek out resources to teach themselves to code? What are the motivations for these women to teach themselves to code? What motivates them to seek out and join all-women coding groups?
Physical context: How are women learning to code both through written resources and in virtual, informal coaching and learning classes? What are the conceptual barriers and supports that they encounter, and what works for women in these classes to overcome barriers? What conceptual barriers and supports affect persistence?
Persistence and identity: In what ways does participating in a learning group with female coaching motivate (or not) women to persist in learning to code? How do their goals or reasons for learning to code change through their participation? How does their identity as a “coder” change or shift as they participate?


Our findings for these subquestions are summarized in the “project products” linked to below.
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TEAM MEMBERS: Louise Ann ("Lou Ann") Lyon Jill Denner
resource evaluation Media and Technology
This report is the external advisory review conducted for the Indoor Positioning System project.
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TEAM MEMBERS: Kate Haley Goldman
resource project Media and Technology
The Northwest Passage Project (NPP) is a collaborative effort between the University of Rhode Island (URI), Inner Space Center (ISC), Graduate School of Oceanography (GSO), the film company David Clark Inc., and several other partners, including six Minority Serving Institutions (MSIs) and three informal science education institutions. The project centers on a research expedition into the Arctic's Northwest Passage, which will engage intergenerational cohorts of high school, undergraduate, and graduate students in hands-on research aboard the U.S. tall ship SSV Oliver Hazard Perry (OHP). During the expedition, a professional film crew will produce a two-hour documentary focused on the NPP's innovative model of interdisciplinary informal STEM (science, technology, engineering, and mathematics) learning and highlight the expedition's research, participants, and the sociological issues related to the changing Arctic environment. Because the Canadian Arctic is remote and costly to access, the project will maximize NSF's investment by giving broad audiences access to the science and excitement of the expedition through the documentary. In addition, this informal science learning opportunity will not only engage students with scientists in authentic research, but also train the students to deliver daily live broadcasts from sea to three well-established U.S. informal science education institutions: the Smithsonian National Museum of Natural History (NMNH), the Exploratorium, and the Alaska Sea Life Center (ASLC). The daily broadcasts will also reach the public in real time via the project's interactive website, providing the opportunity for people to post questions to the scientists and students onboard the ship. The NPP has great potential to benefit society by enhancing awareness of the changing Arctic's ecosystems and increasing science literacy. The hands-on research experiences will enhance the college readiness of the participating high school students and encourage the undergraduate students from the six partner MSIs to consider a graduate course of study and/or pursue STEM careers. The graduate students will also be more career-ready, as they gain public communication and leadership skills necessary for 21st century scientists. The Northwest Passage Project is designed to advance knowledge and understanding within the practice of informal science education, as well as in the field of Arctic science. The project goals include: increasing public awareness and understanding of the changing Arctic ecosystem; increase public understanding about Arctic research and the scientific process; increase the Informal Science Education (ISE) field's understanding of the public's learning process when engaged in live interactions with scientists and student 'science communicators'; increase the ISE field's understanding of the value of immersive science experiences and impact on students from underserved and underrepresented populations; and to build or extend the capacity of ISE institutions to make connections between polar scientists, students, journalists and the public. The NPP is creative in that it combines the engagement of students in field-based scientific research, live broadcasts from sea to ISE institutions, and the production of a full-scale documentary for public audiences. A potentially transformative component to the ISE activities involves six Minority Serving Institution partners--Florida International University; University of Illinois, Chicago; California State University, Channel Islands; Texas State University; Virginia Commonwealth University and City College of New York--whose students will have the opportunity for a life-changing experience that may tip the scale toward their interest in STEM careers. Each of these students will develop news stories, host screenings of the film at their respective campuses, and share their experiences with peers, providing visual role models for other underrepresented students, who may never have thought themselves capable of becoming a scientist or science communicator. An additional project goal is to enhance the capacity and infrastructure of the three ISE partner institutions so that they may receive live broadcasts from the Inner Space Center in the future, beyond the funding period of the project. People, Places & Design Research will conduct the project's front-end and formative evaluation; MEM & Associates will conduct the summative evaluation. Some of the key evaluation questions will be: * Have ISE and MSI institution public visitors, who view either the live broadcasts or the documentary film (or both), become more aware of the changing Arctic ecosystem and the importance of scientific research in the Arctic? * What is the relative impact of the live broadcasts compared to the finished documentary, and the strengths and weakness of the respective media in translating the on-board experience? * Does a real environmental and social context for scientific evidence stimulate audiences to become more interested in the role of science/STEM? * Have students gained leadership skills and the ability to communicate science to their peers? * Have students increased their motivation and interest in pursuing STEM careers? 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.
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TEAM MEMBERS: Gail Scowcroft David Clark Brice Loose Dwight Coleman
resource research Media and Technology
Social media has created networked communication channels that facilitate interactions and allow information to proliferate within professional academic communities as well as in informal social circumstances. A significant contemporary discussion in the field of science communication is how scientists are using (or might use) social media to communicate their research. This includes the role of social media in facilitating the exchange of knowledge internally within and among scientific communities, as well as externally for outreach to engage the public. This study investigates how a
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TEAM MEMBERS: Kimberley Collins David Schiffman Jenny Rock