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Place-based Learning, STEM Identity Work and Identity Play with Storytelling Technologies
2023
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2026
As young people experience challenging climate events and become aware of their systemic nature, they may feel powerless to shape the future and uncertain about STEM-based solutions. To address these challenges, this project focuses on the potential of place-based learning, field science, and
YouthQuake: Engaging urban students in a computational geology experience to forecast earthquake hazards and manage risks for their community
2023
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2026
This project will contribute to the Earth science education community's understanding of how engaging students with computational activities and prioritizing their knowledge, personal experiences, and community values can broaden the participation of diverse students in geoscience. The YouthQuake
Creative Computing Cookbook: Grounding Artistic Computing in the Learning Sciences
2023
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2026
Artistic computing learning environments have the ability to stimulate K-12 learners' interest in STEM fields and support inclusivity in computing. This project, named Creative Computing Cookbook, investigates the co-design and implementation of instructor- and learner-facing resources to support
Critical Data Stories: Co-Designing Remixing Tools with Teachers to Support Critical Data Literacy with Middle School Youth
2023
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2026
Youth are avid creators and consumers of data-related claims through their participation on social media sites, in which they view, produce, and share content. They remix content, building off one another?s videos, gifs, and memes to represent and discuss topics they care about. However
Empowering Youth in STEM and Technological Careers through AI-Enhanced Sustainable and Community-Focused Urban Gardening
2023
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2026
This Developing and Testing Innovations (DTI) project will engage high school youth from historically excluded groups in Massachusetts and Louisiana in transdisciplinary learning of computational science, artificial intelligence, engineering, and plant science through the installation of automated
Making Mentors: Enhancing Access to STEM Careers for Autistic Youth through Mentorship Programs in Makerspaces
2023
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2026
People on the autism spectrum are very capable of leading productive lives and have interests and abilities that can enable them to make valuable contributions to their communities. For example, research shows that young people with autism who go to college choose science, technology, engineering
Integrating Language-Based AI Across the High School Curriculum to Create Diverse Pathways to AI-Rich Careers
2023
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2026
Artificial Intelligence (AI) is transforming numerous industries and generating enormous wealth. K-12 is the critical stage for youth to develop knowledge of and interest in AI. This project will leverage the interdisciplinarity of AI to create learning opportunities for secondary students from
COVID-Inspired Data Science Education through Epidemiology
2023
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2025
The ongoing COVID-19 pandemic provides a starting point for empowering young people to understand uses of data science through epidemiology. Through this program, 400 underserved youth nationwide will engage in a 15-hour out-of-school multimedia program centered on a project-developed text, The Case
Minoritized Youth Computer Science Learning, Belonging and Career Interest: Coding and Creating with Beats
2023
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2025
Computer science knowledge and skills are essential in the digital world. Despite progress in the availability of computer science (CS) coursework in secondary school settings, a number of student groups remain substantially underrepresented in computing. This project aims to broaden youth
Collaborative Research: Exploring Theory and Design Principles (ETD): Investigating the relationships among making, wearables, curiosity, computational thinking and STEM careers
2023
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2025
This project will examine and iteratively improve the design of a youth-centered 30-hour summer school curriculum that will engage high school students in making e-textiles (i.e., wearable technologies). The research builds on an existing curriculum (STEAM-Maker) that, when piloted, showed a