Women continue to be underrepresented in computer science professions. In 2015, while 57% of professional occupations in the U.S. were held by women, only 25% of computing occupations were held by women. Furthermore, the share of computer science degrees going to women is smaller than any STEM field, even though technology careers are the most promising in terms of salaries and future growth. Research suggests that issues contributing to this lack of computer science participation begin early and involve complex social and environmental factors, including girls' perception that they do not belong in computer science classes or careers. Computer science instruction often alienates girls with irrelevant curriculum; non-collaborative pedagogies; a lack of opportunities to take risks or make mistakes; and a heavy reliance on lecture instead of hands-on, project-based learning. Computer science experiences that employ research-based gender equitable best practices, particularly role modeling, can help diminish the gender gap in participation. In response to this challenge, Twin Cities PBS (TPT), the National Girls Collaborative (NGC) and Code.org will lead Code: SciGirls! Media for Engaging Girls in Computing Pathways, a three-year project designed to engage 8-13 year-old girls in coding through transmedia programming which inspires and prepares them for future computer science studies and career paths. The project includes five new PBS SciGirls episodes featuring girls and female coding professionals using coding to solve real problems; a new interactive PBSKids.org game that allows children to develop coding skills; nationwide outreach programming, including professional development for informal educators and female coding professionals to facilitate activities for girls and families in diverse STEM learning environments; a research study that will advance understanding of how the transmedia components build girls' motivation to pursue additional coding experiences; and a third-party summative evaluation.
Code: SciGirls! will foster greater awareness of and engagement in computer science studies and career paths for girls. The PBS SciGirls episodes will feature girls and female computer science professionals using coding to solve real-world challenges. The project's transmedia component will leverage the television content into the online space in which much of 21st century learning takes place. The new interactive PBSKids.org game will use a narrative framework to help children develop coding skills. Drawing on narrative transportation theory and character identification theory, TPT will commission two exploratory knowledge-building studies to investigate: To what extent and how do the narrative formats of the Code: SciGirls! online media affect girls' interest, beliefs, and behavioral intent towards coding and code-related careers? The studies aim to advance understanding of how media builds girls' motivation to pursue computer science experiences, a skill set critical to building tomorrow's workforce. The project team will also raise educators' awareness about the importance of gender equitable computer science instruction, and empower them with best practices to welcome, prepare and retain girls in coding. The Code: SciGirls! Activity Guide will provide educators with a relevant resource for engaging aspiring computer scientists. The new media and guide will also reside on PBSLearningMedia.org, reaching 1.2 million teachers, and will be shared with thousands of educators across the SciGirls CONNECT and National Girls Collaborative networks. The new episodes are anticipated to reach 92% of U.S. TV households via PBS, and the game at PBSKids.org will introduce millions of children to coding. The summative evaluation will examine the reach and impact of the episodes, game and new activities. PIs will share research findings and project resources at national conferences and will submit to relevant publications. 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.
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. The project will bring together science museum visitor experience developers, visitor studies staff, indoor location technology developers, cyber-learning researchers, and STEM informal learning specialists for a two day conference, COMPASS (Conference on Mobile Position Awareness Systems and Solutions), to address the achievements and potential of indoor location aware mobile (ILAM) technology in science museums. The pre-conference work, the conference itself, and a subsequent e-publication will provide multiple, informed perspectives and knowledge around ILAM for science museums to develop apps for visitors' own smartphones to enhance and personalize the visitor experience and to experiment with new kinds of inquiry-based learning. The goals of the conference are to form an integrated vision by consolidating expertise from disparate disciplines connected to ILAM tech development, to transform visitor mobile tools to provide more innovative forms of interaction and personalization, and to open new avenues for visitor research with automated data collection and analysis.
The COMPASS conference will bring together 80 participants for two days in September 2018 at the Exploratorium in San Francisco, CA. The first dissemination will take place in a presentation at the ASTC conference the following month in October 2018. A webinar sharing insights from COMPASS and inviting others to engage will be held in March 2019 hosted by ASTC and accessible by ASTC members and non-members alike. A companion COMPASS e-publication will be released for free download, also in March 2019, with summaries of conference proceedings, key issues identified, case histories of ILAM in museums, white papers and other resources. Conference outcomes include establishing a community of practice or special interest group and establishing common goals for future collaborative work. By gathering a diverse range of perspectives and expertise to share research and evidence based findings, COMPASS include collective problem solving and an informed cross disciplinary approach to planning and implementing ILAM technology in the museum environment. The conference will explicitly address the benefits and quality of open source code and protocols and how techniques could be shared among institutions. As professional experience with deploying ILAM apps grows, this tool could be used to increase accessibility for diverse visitor populations, put in use at smaller and medium sized science centers, and applied to a variety of research studies, increasing the impact for funders and benefiting the science center community at large.
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.
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and 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. In this exploratory Change Makers project, the Concord Consortium will develop, test, and evaluate a citizen science program that leverages innovative technology, such that youth engage directly with energy issues through scientific inquiry. The project will create the Infrared Street View, a citizen science program that aims to produce a thermal version of Google's Street View using an affordable infrared camera attached to a smartphone. The infrared camera serves as a high-throughput data acquisition instrument that collects thousands of temperature data points each time a picture is taken. Youth will collect massive geotagged thermal data that have considerable scientific and educational value for visualizing energy usage and improving energy efficiency at all levels. The Infrared Street View program will provide a Web-based platform for youth and anyone interested in energy efficiency to view and analyze the aggregated data to identify possible energy losses. By sharing their scientific findings with stakeholders, youth will make changes to the way energy is being used. The project will start with school, public, and commercial buildings in selected areas where performing thermal scan of the buildings and publishing their thermal images for educational and research purposes are permitted by school leaders, town officials, and property owners. In collaboration with high schools and out-of-school programs in Massachusetts, this project will conduct pilot-tests with approximately 200 students.
To contribute to advancing learning, the study will probe three research questions: 1) Under what circumstances can technology bridge out-of-school and classroom science learning and improve learning on both sides? 2) To what extent can unobtrusive assessment based on data mining support research and evaluation of student learning in out-of-school settings? and 3) To what extent can instructional intelligence built into the app used in the program help students learn in out-of-school programs and improve the quality of data they contribute to the citizen science project? Data sources for investigating these questions include students' interaction data with the app logged behind the scenes and the images they have taken, as well as results based on traditional assessments from a small number of participants. Throughout the project, staff will widely disseminate project products and findings through the Internet, science fairs, conferences, publications, and partner networks. An eight-member Advisory Board consisting of cleantech experts, science educators, and educational researchers will oversee and evaluate this project.
The widespread accessibility of live streaming video now makes it possible for viewers around the world to watch live events together, including unprecedented, 24/7 views of wildlife. In addition, online technologies such as live chatting and forums have opened new possibilities for people to collaborate from locations around the world. The innovation that the projects provide is bringing these opportunities together, enabling real-time research and discussion as participants observe and annotate live streaming footage; sharing questions and insights through live Q&A sessions; and explore data with interactive visualization tools. Scientists will support the community's research interests, in contrast with traditional models of citizen science in which communities support the work of scientists. This project will enable people from diverse backgrounds and perspectives to co-create scientific investigations, including participants who might not otherwise have access to nature. The evaluation research for this project will advance the understanding of practices that enable interconnected communities of people to participate in more phases of scientific discovery, and how participation affects their learning outcomes. 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 science, technology, engineering, and mathematics (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. As such, this project will advance a new genre of Public Participation in STEM Research (PPSR). It will also advance scientific exploration using live wildlife cams and establish a database for long-term research to understand how bird behavior and reproductive success are affected by environmental change. This project aims to deepen public involvement in science, building on knowledge and relevance for STEM learning by creating an online learning environment that expands on traditional crowdsourcing models of PPSR in which participants collect data to answer questions driven by scientists. In this project, participants are involved in co-created research investigations, including asking questions, deciding what data are needed, generating data, looking for patterns, making interpretations, reviewing results, and sharing findings. The goals are to 1) create a system that involves the public more deeply in scientific research; 2) develop participants' science skills and interests; 3) increase participants' understanding of birds and the environment; 4) generate new scientific knowledge about wildlife; and 5) advance the understanding of effective project design for co-created PPSR projects at a national scale. Through iterative design and evaluation, the project will advance the understanding of the conditions that foster online collaboration and establish design principles for supporting science and discovery in online learning environments. Through scaling and quasi-experimental studies, the evaluation research will advance the understanding of how learning outcomes may be similar or different for participants engaging in different ways, whether they observe the cams and read about the investigation, process data as contributors, provide some input as collaborators, or join in most or all of the scientific process as co-creators. Despite the popularity of live wildlife cams, with millions of people watching hundreds of cams around the world, little research has been conducted on the use of live cams for collaborative work in formal or informal science education. The infrastructure and open-source framework created for this project will expand the capacity for online communities of people from diverse career backgrounds and perspectives to collaborative on solving personally meaningful questions and contribute to new knowledge. Using this project as a prototype, cam operators from around the world could build networks of cams, enabling future studies with broader scope for comparative biological studies and discoveries. Additionally, it will serve as a model for use in classrooms or for online communities exploring other scientific fields using live-streaming content in collaborative research. By involving scientists and participants from across society as collaborators and co-creators, this project can help increase public engagement with science, technology, and environmental stewardship while advancing the understanding of the natural world and informing public decision-making.
Video has become a key tool for scientific communication because it increases the outreach and impact of projects, furthers scientific research within and across fields of study, and offers an accessible medium to engage the public in the understanding of science. This project supports the expansion of an interactive, online STEM Videohall where hundreds of NSF-funded researchers share their work through brief video narratives and interactive discussion. While the Videohall is accessible year-round, periodic annual Showcase events are used to drive visitors to the site where they can engage with one another, the project investigators and trained facilitators. The Videohall is a multiplier of NSF's investments in individual projects because it allows STEM education researchers to become aware of, and learn from, related work that is funded across NSF programs and directorates, and other federal agencies. In 3-minute video narratives, investigators share ideas, resources, data, evidence of impact, strategies and challenges. The Videohall platform supports open access and is designed to foster communication in ways that scale beyond traditional formats such as academic conferences. Moreover, because the online STEM Videohall is open to the public, it allows STEM investigators to share their work with multiple stakeholder communities including K-12 educators and school leaders, informal educators and community organizations, the STEM industry, education policy makers and families. Finally, because each video narrative is accompanied by a facilitated online discussion thread, investigators have a unique and valuable mechanism for receiving feedback from these various stakeholder communities. The STEM Videohall project is funded by the Discovery Research K-12 program (DRK-12), which seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools. Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects.
This project brings together seven NSF-funded resource centers who work with their respective communities to encourage Principal Investigators to share video narratives of their work through annual NSF STEM Showcase events. Each annual Showcase event presents videos created by 150-230 projects; many of the projects are affiliated with one of the seven resource centers, but others are from projects across NSF directorates and beyond. During a one-week period, Principal Investigators, their project staff, as well as the public at large, are invited to engage in interactive discourse, providing queries, comments, and feedback. Participants also vote for favorite presentations through "Presenters' Choice," "Public Choice," and "Facilitators' Choice," processes. This participant voting system serves to increase engagement and enhances outreach of the event through social media. After the one-week Showcase event concludes, all of the videos along with the related discourse remain available to the public online, who continue to access the Showcase throughout the year. Based on prior pilot work, it is estimated that over the course of a year, over 30,000 visitors, from over 150 countries, will engage with each annual Showcase. Videos from annual showcase events will be shared, reused, and repurposed to create new products with new constituencies. The project includes technical development efforts to iteratively improve its interactive platform, outreach efforts before each annual Showcase event, facilitation of the week-long event, and intensive dissemination efforts. A research component examines the extent of participation on various constituencies, the benefit of participation to projects, and the success of the events in terms of dissemination nationally and internationally.
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.
The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS:
Shuchi GroverMarie BienkowskiJohn Stamper
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.
Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.
This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.
The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.
This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.
This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
Over three years beginning in January 2016, the Science Museum of Virginia will launch a new suite of public programming entitled “Learn, Prepare, Act – Resilient Citizens Make Resilient Communities.” This project will leverage federally funded investments at the Museum, including a NOAA-funded Science On a Sphere® platform, National Fish and Wildlife-funded Rainkeepers exhibition, and the Department of Energy-funded EcoLab, to develop public programming and digital media messaging to help the general public understand climate change and its impacts on Virginia’s communities and give them tools to become resilient to its effects. Home to both the delicate Chesapeake Bay ecosystem and a highly vulnerable national shoreline, Virginia is extremely susceptible to the effects of climate change and extreme weather events. It is vital that citizens across the Commonwealth understand and recognize the current and future impacts that climate variability will have on Virginia’s economy, natural environment, and human health so that they will be better prepared to respond. In collaboration with NOAA Chesapeake Bay Office, George Mason University’s Center for Climate Change Communication, Virginia Institute for Marine Science, Public Broadcasting Service/National Public Radio affiliates, and Resilient Virginia, the Museum will use data from the National Climatic Data Center and Virginia Coastal Geospatial and Educational Mapping System to develop and deliver new resiliency-themed programming. This will include presentations for Science On a Sphere® and large format digital Dome theaters, 36 audio and video digital media broadcast pieces, two lecture series, community preparedness events, and a Resiliency Checklist and Certification program. This project supports NOAA’s mission goals to advance environmental literacy and share its vast knowledge and data with others.
Purpose: Purpose: This project team will fully develop and test Teachley Connect, a platform that syncs a variety of third-party math games to give elementary schools formative assessment data and intervention support. Mobile math games provide opportunities for students to access educationally-meaningful content in and out of the classroom and to supplement instruction. There are a number of examples of math apps that show promise for supporting and assessing student learning in different areas of mathematics, yet few apps in the marketplace provide meaningful data that teachers can use. Many games provide an overall score at the end of the session, but do not help teachers know what skills students are struggling with or how to provide additional support.
Project Activities: During Phase I, (completed in 2015), the team developed a prototype of Teachley Connect, which enables the secure transfer of game and learning data between third-party math games and the Teachley servers. At the end of Phase I, researchers completed a pilot study with 20 students and two teachers and demonstrated that the prototype operated as intended with important trends indicating that the system promotes student engagement and less time spent seeking help. In Phase II, the team will add additional third party math apps to the platform, strengthen the backend management system to tag user game-play data, and build out the teacher reporting dashboard to inform instruction and identify apps to address particular student and class needs. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Teachley Connect for teachers to use formative assessment data to inform classroom practice, select apps to address individual student needs, and support student math learning. The study will include 12 (grade K to 3) classrooms and randomly assign them into one of three groups: 1) apps only, 2) Teachley-enabled apps, or 3) Teachley-enabled apps + data. Researchers will compare pre-and-post scores of student's math learning, classroom observations, and teacher surveys/interviews.
Product: Teachley Connect will be a mobile tablet-based platform that uses games to give elementary schools rich formative assessment data and intervention support. Teachley Connect will permit students to continue playing exactly where they left off on any tablet. The platform will also connect apps into a single teacher dashboard, providing teachers detailed reports on student performance across games, with insights for informing individual or whole group instruction. The platform will include teacher resources to support the alignment of game play with learning goals and to support implementation.