
NSF Org: |
DRL Division of Research on Learning in Formal and Informal Settings (DRL) |
Recipient: |
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Initial Amendment Date: | December 10, 2018 |
Latest Amendment Date: | November 9, 2022 |
Award Number: | 1849849 |
Award Instrument: | Standard Grant |
Program Manager: |
Alicia Santiago Gonzalez
asantiag@nsf.gov (703)292-4546 DRL Division of Research on Learning in Formal and Informal Settings (DRL) EDU Directorate for STEM Education |
Start Date: | December 15, 2018 |
End Date: | August 31, 2023 (Estimated) |
Total Intended Award Amount: | $399,853.00 |
Total Awarded Amount to Date: | $597,531.00 |
Funds Obligated to Date: |
FY 2020 = $50,129.00 FY 2021 = $101,708.00 |
History of Investigator: |
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Recipient Sponsored Research Office: |
200 PROSPECT ST EAST STROUDSBURG PA US 18301-2956 (570)422-7954 |
Sponsor Congressional District: |
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Primary Place of Performance: |
200 Prospect St East Stroudsburg PA US 18301-2999 |
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): | ITEST-Inov Tech Exp Stu & Teac |
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): | 47.076 |
ABSTRACT
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by engaging in hands-on field experience, laboratory/project-based entrepreneurship tasks and mentorship experiences.
The project is designed to increase motivation and preparedness to pursue science, technology, engineering, or mathematics (STEM) careers and develop enhanced instructional and curricular innovations for underrepresented students at risk. The project investigates the potential of culturally relevant computing through an Esports (competitive digital gaming) living-learning community to advance needed computational and data analytic competencies towards STEM career readiness. The project will leverage activities within the industry to accomplish four goals: 1) Enhancing attitudes, awareness, motivation and participation through culturally relevant computing. 2) Developing learning pathways that provide Esports industry STEM competencies. 3) Creating a learning model that promotes collaborative knowledge sharing behaviors. 4) Providing high quality learning opportunities by establishing STEM enrichment experiences for underrepresented at-risk youth.
The project will take place on the rural East Stroudsburg University campus, providing a safe space for peer supported collaborative interaction and evolution towards self-ownership of STEM skills for this emerging workforce. The project will partner with a local agency that provides diversion from more restrictive environments for at-risk youth including foster care, juvenile probation or delinquency, out of home placement, and out of community placement. The project will engages participants in two 6-day living-learning, residential communities designed to leverage the cultural and advanced technical capacity of the Esports industry to provide a powerful learning experience to the participants. The youth will participate alongside learning scientists, digital media technologies faculty, computer scientists, support staff, and Esports coaches and industry professionals. They will replicate industry activities, modify in-game features and coding, design and develop graphics and website content, leverage digital media marketing data analytics, and produce video content. The research will use a pretest/posttest with a control and experimental group design that is grounded in the participatory research of culturally responsive methodology. Culturally responsive methodology encourages participants to be researcher participants as they self-reflect and actively participate in their learning pathways. The project will use a mixed methods approach to collect data and assess attitudes and behaviors which has the potential to result in powerful research outcomes that promote shared responsibility for accountability towards educational quality.
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.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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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 National Science Foundation ITEST grant, "Culturally Relevant Computing Activities and Career Readiness for At-Risk Youth", Abstract #1849849, funded the ESportsU Foundations Project (ESportsU), which was an exploratory initiative to develop a new model of STEM learning for diverse and inclusive youth (DIY) to promote student awareness of and interest in STEM careers. This award developed advanced instructional and curricular innovations and enhanced the participants capacity to participate in emerging digital media technology fields. The project created a living-learning community sleepover STEM Camp experience in the summer of 2021. Participants engaged in video gaming and Esports (digitally competitive gaming), activities with digital media industry professionals, with an integrated curriculum, fun and inspiring activities, and scaffolded support systems to help support life/play balance.
Participants were recruited from the surrounding region of East Stroudsburg, PA, with the camps taking place at East Stroudsburg University where the research was centered. Participants were DIY, who often are disconnected and disengaged from traditional school systems without access to advanced technology and training. ESportsU addressed two pressing issues in STEM career readiness, 1- commonplace misconceptions about difficulty and disconnection from STEM content and 2- widening underrepresented youth participation and social mobility for historically underrepresented populations.
ESportsU advanced the efforts of the ITEST program to broaden participation of underrepresented communities by understanding and promoting activities that increased students' motivations and capacities to pursue careers in STEM. Students engaged in hands-on field experiences, laboratory/project-based entrepreneurship tasks alongside industry professionals and peer mentors. Educational content supported STEM the precursor habits of mind skills of programming, problem solving, inquiry, communication, mathematical reasoning, and data analytics driven by play based activity networks.
The student-centered project was founded on using native play spaces of culturally relevant computing (CRC). CRC is frequently used in literature and allowed us to focus on instructional equity around modern digital relationships and practices within Esports cultures. We created two summer camps, both focused on gaming and creative STEM production, game design, computer graphics, TV/video production, and digital marketing. The second camp was infused with the content and ethos of Esports with competition, collaboration, and teamwork. With students, peer mentors and instructors co-designing activities and experiences, the Esports STEM based camp developed computational thinking and computer literacy skills necessary for STEM career readiness in comparison to the traditional casual video game STEM based camp. This led us to a major outcome we call Organic STEM Learning, where students organically engage in STEM skill development incubated by their social and cultural communities.
Our external evaluators, Dr. Gerber, and Dr. Onwuegbuzie reviewed the massive amount of data that we obtained during the camps including, pre and post experience surveys, journal entries, video interviews, video data (2.3 TB), etc., and produced a comprehensive report. One of the key findings of the study was,
The Esports students reported greater gains in both attitudes towards career interests and attitudes towards competencies than did their non-Esports counterparts.
Specifically, the Esports students reported a statistically non-significant gain in attitudes towards career interests of approximately one fourth of a standard deviation, and a very impressive statistically significant gain in attitudes towards competencies of approximately one-and-a-half standard deviations.
According to their final conclusions,
our evaluation of this project has provided compelling quantitative, qualitative, and mixed methods evidence that this project has great potential for increasing knowledge, skills, and dispositions related to STEM competencies and STEM career interest with marginalized youth. It is our strong recommendation that this project be scaled up to a regional and/or a national level.
During the span of the grant, 12/10/2018 - 8/31/2023, our research team successfully created, designed, and completed the summer camps, and then shared what we found. Of course, the world changed greatly during this time, as we all experienced the massive ramifications of COVID-19. For the grant team this meant that we had to postpone the camps for a year, and the students we had trained as key members of our junior research team graduated. So, we recruited and trained new students. Also, as COVID-19 evolved, we redesigned the camp from a virtual experience to a day camp, back to a sleepover camp, but with a much more limited geographical reach. The research team also had to find a way to hold sleepover camps during COVID-19 safely, which we did, as none of the campers became sick during the camps.
Overall, it was an amazing experience for all involved, and we thank all the extraordinary help of many who supported us, and kept us moving forward, including 42 institutions and organizations and over 128 individual stakeholders. Most especially, we thank our participants who were the reason we started this journey, and whose brilliance, hard work, and excellence, inspire us to encourage them to be who they are - Unstoppable.
Last Modified: 08/31/2023
Modified by: Richard F Otto
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