NSF Org: |
CNS Division Of Computer and Network Systems |
Recipient: |
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Initial Amendment Date: | September 9, 2018 |
Latest Amendment Date: | September 14, 2023 |
Award Number: | 1831427 |
Award Instrument: | Standard Grant |
Program Manager: |
Stephanie Teasley
steasley@nsf.gov (703)292-8752 CNS Division Of Computer and Network Systems CSE Direct For Computer & Info Scie & Enginr |
Start Date: | October 1, 2018 |
End Date: | December 31, 2023 (Estimated) |
Total Intended Award Amount: | $1,495,976.00 |
Total Awarded Amount to Date: | $1,564,427.00 |
Funds Obligated to Date: |
FY 2023 = $68,451.00 |
History of Investigator: |
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Recipient Sponsored Research Office: |
343 WATER ST AUGUSTA ME US 04330-4665 (207)626-3230 |
Sponsor Congressional District: |
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Primary Place of Performance: |
219 Capital Street, Suite 3 Augusta ME US 04330-6237 |
Primary Place of Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): |
STEM + Computing (STEM+C) Part, ITEST-Inov Tech Exp Stu & Teac |
Primary Program Source: |
04001819DB NSF Education & Human Resource |
Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.070, 47.076 |
ABSTRACT
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.
The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:
Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.
With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.
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.
PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
The goal of the STEMports project was to create an augmented reality (AR) application that could be used by organizations as an innovative way to engage players in learning about Science, Technology, Math and Engineering (STEM) in their local communities. To achieve this, the project team along with community partners created The Station, an AR app for community STEM learning that exists as a freely available download in the Apple app store. Using the app on a mobile device, players explore the world around them through educational quests. Virtual game play is linked to real world locations and discovery through GPS. Game content is created through a web-based editor which only requires input of text, photos and GPS locations. The non-programming nature of the editor has been hugely attractive to our partner organizations because it allows for their staff, often not technically trained, to be able to easily create content.
Our relationships with community partners have been essential to all of our work. Our work focused on rural Maine and our partners included local land trusts, K-12 schools, out of school providers, small museums and a non profit focused on agriculture education. This broad group connected with us because each wanted a new way to connect with youth, visitors and families. We have provided onboarding and training to our community partners on how to use The Station and the companion editor. These training sessions have been both in-person and virtual, allowing us to meet the widespread location, and for a period of the project, COVID-19 restriction needs of our partners. Through our website, we also provide tutorial videos on how to create quests using the editor. Our partners have been involved in creating game content, hosting public play testing events, participating in youth centered workshops and providing feedback to the project team in all the different phases of the work. These partnerships have resulted in dozens of co-created quests across the state of Maine.
Responses from our partners have been very positive. The K-12 educators involved reported that they had very positive experiences with student workshops. In interviews, they highlighted that students who were often uninvolved in regular classroom activities were completely engaged with the co-design process because it gave them a tool to elevate their voice and choice. Community partners reported that while they were originally reluctant to incorporate technology into their outdoor learning experiences, the tools and design process allowed them to see how an AR game can enhance their visitor experiences. They are now eager to build more content and are spreading the word to their colleagues at similar institutions across the state.
Community engagement and collaboration are core to the success of smart and connected community projects. We have developed a model to engage community partners who are interested in using technology to enhance outdoor learning experiences for their visitors. This model is based on research findings from partner surveys and interviews. Particularly, we have learned that for organizations to feel that this is a useful tool, they need to be the ones to drive the content created for a game like The Station. We feel that emphasizing this approach - community led and asset based - will be important to the field as we learn how to make products that are truly valuable to our user communities.
Museums, parks, land trusts and similar spaces are rich learning resources for communities. They are eager for tools to help them connect with teachers, students, families and the public. While our original game content was focused on STEM learning and STEM careers, our partner organizations showed us the many ways that they are interested in using The Station as a way to tell the stories of their spaces. As we think about future uses of the app, we see it as a tool that can engage players in art, history and much more.
Last Modified: 02/20/2024
Modified by: Ruth Kermish-Allen