
NSF Org: |
EEC Division of Engineering Education and Centers |
Recipient: |
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Initial Amendment Date: | December 7, 2017 |
Latest Amendment Date: | December 7, 2017 |
Award Number: | 1751369 |
Award Instrument: | Standard Grant |
Program Manager: |
Alice Pawley
apawley@nsf.gov (703)292-7286 EEC Division of Engineering Education and Centers ENG Directorate for Engineering |
Start Date: | January 1, 2018 |
End Date: | August 31, 2024 (Estimated) |
Total Intended Award Amount: | $516,061.00 |
Total Awarded Amount to Date: | $516,061.00 |
Funds Obligated to Date: |
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History of Investigator: |
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Recipient Sponsored Research Office: |
1 UNIVERSITY OF NEW MEXICO ALBUQUERQUE NM US 87131-0001 (505)277-4186 |
Sponsor Congressional District: |
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Primary Place of Performance: |
Albuquerque NM US 87131-0001 |
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): | EngEd-Engineering Education |
Primary Program Source: |
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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): | 47.041 |
ABSTRACT
A persistent problem in engineering classrooms is that students don't see value in what they are learning and don't know how to direct their own learning when faced with real-world open-ended design problems. This problem stems from students' past experiences of predominantly solving problems that have a single correct answer. One reason students have few such opportunities is that faculty lack the constellation of instructional tools needed to feasibly support students to take ownership of open-ended design problems. The Framing and Reframing Agency in Making and Engineering (FRAME) project investigates the constellation of instructional tools needed to develop students' "framing agency" -- defined as having and taking opportunities to make consequential decisions about a design problem and ways to proceed in learning and developing solutions. Faculty members are sometimes uncertain why some activities support students to take ownership of core concepts, whereas other activities do not. The construct of framing agency will help clarify critical differences in what -- on the surface -- appear to be similar learning experiences. The constellation of instructional tools -- which are developed, tested and refined across engineering settings at a Hispanic-serving institution -- will help faculty to effectively support students to take ownership of their learning. Additionally, the FRAME project is set in a minority-majority state that is blessed with a rich tapestry of cultures. Recent research at UNM has uncovered engineering assets such students bring; the FRAME project will provide new supports for faculty to engage these assets. The findings have relevance for guiding other states whose future demographics are predicted to be similar to New Mexico's.
Research from a number of fields suggests that framing problems may explain outcomes such as learning and the creativity of solutions, but the empirical backing for this remains weak. The FRAME project fills this gap, providing new theory, empirical backing, a validated measurement tool, and research-based instructional tools. Research questions guide this work: (1) How and when do students make decisions that are consequential to their designing and learning? (2) What resources support students to frame problems? (3) To what extent does framing agency explain variance in key outcomes, such as intent to persist in engineering, professional engineering identity development, relevant learning, and innovative design? Phase 1 of the FRAME project clarifies "framing agency" as a construct by conducting qualitative analysis, contrasting cases from multiple settings in which students engaged in design activities did and did not display framing agency. The analysis focuses on language use and interactions. Phase 2 builds on this work through interviews with student designers to understand their point of view on framing agency. This analysis feeds into the development and validation of a survey to measure framing agency. Phase 3 builds theory about framing agency, using the validated survey to test the hypothesis that framing agency predicts key outcomes: professional engineering identity development, intent to persist in engineering, and innovative designing. Phases 4 and 5 integrate research and educational goals by using design-based research with a goal of jointly developing theory about how framing agency supports the development of key outcomes and developing instructional tools. This phase is guided by a research question: How can a constellation of instructional tools -- including explicit positioning of students as designers, a "wrong theory protocol" that helps students understand and generate novel ideas about the problem, and design conjecture/reflection maps that support students to trace the development of their understanding of decisions related to the problem over time -- support the development of framing agency, and in turn, key outcomes?
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PROJECT OUTCOMES REPORT
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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 FRAME project introduced the concept of "framing agency," a novel construct defined as the ability to make decisions that are consequential to how a design problem is framed. While concepts like confidence are known to be situation-specific, few scholars have investigated agency in this way. This research demonstrates that agency varies depending on how consequential it is. Students have few opportunities to make consequential decisions in school. As a result, when they first encounter design problems in engineering, they often solve the problem as presented. However, this approach typically addresses only superficial symptoms rather than the underlying problem. Focusing on framing agency can help instructors, teachers, and curriculum designers create learning experiences that enable students to practice framing problems before solving them.
The FRAME project addressed four main aims:
(1) Characterizing Framing Agency: The research analyzed how engineers talk while designing, showing that tentative language and hedges - such as "Maybe we could try" - help designers remain open to deeply understanding the problem. In contrast, using language that conveys obligation - such as "We must do it this way" - leads to more superficial problem treatment. To support large-scale data analysis, the researcher developed a new Excel tool to automatically analyze transcribed conversations. This research can help instructors can help instructors identify when student teams need assistance in framing engineering problems.
(2) Measuring Framing Agency: The project developed a new, concise survey to measure framing agency, providing data that are valid for both research and teaching purposes. This survey enables instructors to refine their teaching approaches to better support students in making consequential decisions.
(3) Connecting Framing Agency to Outcomes: The research established that opportunities to make consequential decisions increase students' confidence as designers, enhance their sense of belonging in engineering, and strengthen their commitment to engineering careers. The connection between framing agency and career commitment is stronger for students from groups that are minoritized in engineering. Instructors aiming to broaden participation in engineering should provide opportunities for students to practice framing problems and making consequential decisions. Similarly, fostering inclusive environments where everyone can contribute to framing engineering problems is essential for generating innovative solutions.
(4) Developing Problem Framing Tools: The FRAME project created and tested tools for teaching and practice, including the "Wrong Theory Protocol." This ideation tool prompts users to initially generate harmful and humiliating solutions to a design problem before creating beneficial ideas. Unlike traditional ideation tools that emphasize quantity, the Wrong Theory Protocol fosters both creativity and empathy. It has been successfully used by professionals in architecture, space science, and educator professional development, and it has enabled students from diverse backgrounds to address real-world issues like water scarcity and homelessness with innovative and compassionate solutions.
Broadly, the FRAME project led to new partnerships, transformative learning experiences for students from middle school to graduate school, an Interdisciplinary Design Certificate that better prepares students for the workforce, and valuable insights for preparing the next generation of engineers to address complex global challenges.
Last Modified: 12/26/2024
Modified by: Vanessa Svihla
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