2215269
Project Grant
Overview
Grant Description
Developing and studying a three-hour documentary series and live game streaming show showing the relationship of engineering to the everyday built world - Engineering is arguably one of the most critical skills in any society, from building bridges and homes, to designing cell phones and life-saving medical devices. Yet many Americans do not consider engineering to be essential or relevant to their everyday lives, and may even question its positive impact on society.
While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World Integrated Multimedia and Research Project therefore aims to expand access to engineering content through the lens of "inclusive engineering," which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate.
The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need.
Built World is poised to advance the field through:
(1) Content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short-form videos, community outreach campaign);
(2) Applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and
(3) Best practices - exploring how audiences engage with inclusive engineering on different platforms – a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game) – and identifying what learning outcomes might be expected on each.
A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers.
Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement?
Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges?
Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners' experiences of inclusivity and belonging?
Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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.
While there have been gains in the number of women and underrepresented minorities in STEM professions over the past few decades, their numbers in the field remain disproportionately low. The Built World Integrated Multimedia and Research Project therefore aims to expand access to engineering content through the lens of "inclusive engineering," which highlights how problem-solvers of all ages, genders, backgrounds, and perspectives approach and overcome challenges to innovate.
The project applies this concept through the creation of Built World, a three-hour documentary series for broadcast on PBS stations nationwide, and a complementary interactive escape game streamed live on Twitch, where individuals of all ages and backgrounds can play and solve engineering challenges together. There is a need for effective remote and virtual interaction to support informal STEM learning, and live streaming game platforms present a promising approach to filling this need.
Built World is poised to advance the field through:
(1) Content - creating high-quality inclusive engineering content across multiple platforms to reach a wide audience (Built World documentary, digital reporting and short-form videos, community outreach campaign);
(2) Applied research - designing and studying how live-streaming, collaborative platforms can serve as safe and inclusive spaces for engineering learning; and
(3) Best practices - exploring how audiences engage with inclusive engineering on different platforms – a traditional documentary format (Built World) versus an interactive, collaborative space (Twitch game) – and identifying what learning outcomes might be expected on each.
A three-phase research design aims to understand what motivates users to engage with STEM content on Twitch; how to define and measure learning outcomes associated with the platform; and how to mitigate the risk of toxic environments in online communities by fostering safe spaces for a diversity of gamers.
Phase 1 informs the initial design of the Twitch game and audience interaction strategies and seeks to answer: What is the best way to measure informal learning on Twitch? What is the best way to design a Twitch channel to create an inclusive space while optimizing learner engagement?
Phase 2 is the core focus of the research and uses a semi-experimental design to answer questions such as: Is there evidence of learning on Twitch, and what type of learning is happening? What is the digital culture that emerges?
Phase 3 assesses the pairing of the documentary series with the Twitch game to maximize informal STEM learning and is guided by questions such as: How does inclusive engineering content presented on two platforms (Twitch game and Built World series) mediate learning outcomes? How does inclusive engineering content presented on two platforms shape learners' experiences of inclusivity and belonging?
Knowledge generated through the Built World project will offer tools and best practices to other STEM media producers so that they may also leverage live streaming platforms for learning.
This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to (a) advance new approaches to and evidence-based understanding of the design and development of STEM learning in informal environments; (b) provide multiple pathways for broadening access to and engagement in STEM learning experiences; (c) advance innovative research on and assessment of STEM learning in informal environments; and (d) engage the public of all ages in learning STEM in informal environments.
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.
Awardee
Funding Goals
THE GOAL OF THIS FUNDING OPPORTUNITY, "ADVANCING INFORMAL STEM LEARNING", IS IDENTIFIED IN THE LINK: HTTPS://WWW.NSF.GOV/PUBLICATIONS/PUB_SUMM.JSP?ODS_KEY=NSF21599
Grant Program (CFDA)
Awarding / Funding Agency
Place of Performance
Brighton,
Massachusetts
02135-2016
United States
Geographic Scope
Single Zip Code
Related Opportunity
Analysis Notes
Amendment Since initial award the total obligations have increased 22% from $2,453,236 to $2,996,941.
Wgbh Educational Foundation was awarded
Project Grant 2215269
worth $2,996,941
from the Division of Research on Learning in Formal and Informal Settings in September 2022 with work to be completed primarily in Brighton Massachusetts United States.
The grant
has a duration of 3 years and
was awarded through assistance program 47.076 Education and Human Resources.
The Project Grant was awarded through grant opportunity Advancing Informal STEM Learning.
Status
(Complete)
Last Modified 8/13/24
Period of Performance
9/1/22
Start Date
8/31/25
End Date
Funding Split
$3.0M
Federal Obligation
$0.0
Non-Federal Obligation
$3.0M
Total Obligated
Activity Timeline
Subgrant Awards
Disclosed subgrants for 2215269
Transaction History
Modifications to 2215269
Additional Detail
Award ID FAIN
2215269
SAI Number
None
Award ID URI
SAI EXEMPT
Awardee Classifications
For-Profit Organization (Other Than Small Business)
Awarding Office
491109 DIV OF RESEARCH ON LEARNING IN
Funding Office
491109 DIV OF RESEARCH ON LEARNING IN
Awardee UEI
GKSJF1SPLXX9
Awardee CAGE
2A728
Performance District
MA-07
Senators
Edward Markey
Elizabeth Warren
Elizabeth Warren
Budget Funding
| Federal Account | Budget Subfunction | Object Class | Total | Percentage |
|---|---|---|---|---|
| STEM Education, National Science Foundation (049-0106) | General science and basic research | Grants, subsidies, and contributions (41.0) | $2,453,236 | 100% |
Modified: 8/13/24