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  1. Researchers at UNIVERSITY developed, piloted, and examined a community-engaged STEM learning environment at a university in Indiana. This summer, the MODEL developed from this pilot was adapted and replicated at two other universities. Over 50 students (high school and college) participated in the three regions in the Midwest in a community-engaged internship experience during the summer of 2022. Students worked on project teams of 4-6 students on a community-identified project for 8 weeks. Local high school teachers managed projects and community partners served as technical mentors as students completed their paid internship, which culminated with a formal presentation and product to their community partner. The larger research effort uses mixed-methods data collection, including surveys and interviews, to examine a variety of outcomes, including dispositional changes in STEM self-efficacy and identity. Students completed surveys and reflections at multiple points throughout their internship, including a retrospective pre/post survey capturing dispositional shifts during the experience The results of the internship experience on student intern participants' educational and professional plans at the 3 sites are evaluated in this paper. Results show significant gains on items related to professional discernment (desire to work in a STEM field, use technical skills, on open-ended problems for the betterment of society) for participants at all sites. 
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    Free, publicly-accessible full text available June 25, 2024
  2. Community-based research (CBR) is a practice that engages researchers in collaborative, change-oriented, and inclusive projects in the community. One common example of CBR is university-community collaboration in which students and researchers come up with ideas, perspectives, and knowledge at each stage of the project with the goal to address community needs. The community is mainly involved in identifying the research questions for the projects and making decisions about how the results of the research-focused projects will be implemented. This paper presents a replication of a model focused on university-community collaboration, student engagement and Science, Technology, Engineering, and Math (STEM) attraction and retention using three research-focused projects addressing community needs. The three projects are (1) empathic design project aimed at improving quality greenspaces and pedestrian streetscape experience, (2) food justice project to study the disparities in food access between local regions, and (3) analyzing water quality in a local creek. The projects provided a unique opportunity for students to directly experience and contribute to the research process. In addition, students worked closely with their academic peers and community partners who served as collaborators and mentors. The study reports on the impact of the program on student learning and tendency to stay back in the community. The program's collaborative nature and its effect on students' satisfaction while working on specific projects are also examined. Furthermore, the program helped develop and sustain university-community partnerships. The community stakeholders participating in focus groups were satisfied with the process of identifying community projects and also expressed their satisfaction with the students’ work. 
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    Free, publicly-accessible full text available June 25, 2024
  3. Community-based research (CBR) is a practice that engages researchers in collaborative, change-oriented, and inclusive projects in the community. One common example of CBR is university-community collaboration in which students and researchers come up with ideas, perspectives, and knowledge at each stage of the project with the goal to address community needs. The community is mainly involved in identifying the research questions for the projects and making decisions about how the results of the research-focused projects will be implemented. This paper presents a replication of a model focused on university-community collaboration, student engagement and Science, Technology, Engineering, and Math (STEM) attraction and retention using three research-focused projects addressing community needs. The three projects are (1) empathic design project aimed at improving quality greenspaces and pedestrian streetscape experience, (2) food justice project to study the disparities in food access between local regions, and (3) analyzing water quality in a local creek. The projects provided a unique opportunity for students to directly experience and contribute to the research process. In addition, students worked closely with their academic peers and community partners who served as collaborators and mentors. The study reports on the impact of the program on student learning and tendency to stay back in the community. The program's collaborative nature and its effect on students' satisfaction while working on specific projects are also examined. Furthermore, the program helped develop and sustain university-community partnerships. The community stakeholders participating in focus groups were satisfied with the process of identifying community projects and also expressed their satisfaction with the students’ work. 
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    Free, publicly-accessible full text available June 25, 2024
  4. In our highly mobile and global economy, STEM-related employment is key to stabilizing and rebuilding our middle class. Attrition in STEM fields, however, is disproportionately high at all educational levels for women, African Americans, Latinos, and people from low-income families. Compounding these challenges, many places in the United States struggle more than others to attract, develop, and retain STEM skills in their workforce. These cities often have poverty rates double the national average, lower educational attainment, and larger percentages of those underrepresented in STEM. So, while attraction, motivation, and retention in STEM disciplines are a national imperative, their importance within these regions is particularly acute. This poster and paper present the findings from the replication of a community-engaged educational ecosystem – as a STEM learning ‘commons’ – for delivering integrated high-impact pedagogical practices as a paid internship. The initial pilot that informs this replication effort targeted challenges with which many deindustrialized cities struggle – STEM knowledge and skills, talent retention, workforce readiness, and community engagement and vitality. The multi-year study uses a convergent mixed-methods design and collects qualitative and quantitative data throughout the summer immersion. Using data from the pilot site and the first year of the two replication sites, this poster and paper will focus on quantitative findings on a few key areas – including self-efficacy in STEM and place attachment as intermediate metrics toward the goal of rebuilding Midwestern cities. 
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    Free, publicly-accessible full text available June 25, 2024
  5. Familiarity with manufacturing environments is an essential aspect for many engineering students. However, such environments in real world often contain expensive equipment making them difficult to recreate in an educational setting. For this reason, simulated physical environments where the process is approximated using scaled-down representations are usually used in education. However, such physical simulations alone may not capture all the details of a real environment. Virtual reality (VR) technology nowadays allows for the creation of fully immersive environments, bringing simulations to the next level. Using rapidly advancing gaming technology, this research paper explores the applicability of creating multiplayer serious games for manufacturing simulation. First, we create and validate a hands-on activity that engages groups of students in the design and assembly of toy cars. Then, a corresponding multiplayer VR game is developed, which allows for the collaboration of multiple VR users in the same virtual environment. With a VR headset and proper infrastructure, a user can participate in a simulation game from any location. This paper explores whether multiplayer VR simulations could be used as an alternative to physical simulations. 
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  6. Familiarity with manufacturing environments is an essential aspect for many engineering students. However, such environments in real world often contain expensive equipment making them difficult to recreate in an educational setting. For this reason, simulated physical environments where the process is approximated using scaled-down representations are usually used in education. However, such physical simulations alone may not capture all the details of a real environment. Virtual reality (VR) technology nowadays allows for the creation of fully immersive environments, bringing simulations to the next level. Using rapidly advancing gaming technology, this research paper explores the applicability of creating multiplayer serious games for manufacturing simulation. First, we create and validate a hands-on activity that engages groups of students in the design and assembly of toy cars. Then, a corresponding multiplayer VR game is developed, which allows for the collaboration of multiple VR users in the same virtual environment. With a VR headset and proper infrastructure, a user can participate in a simulation game from any location. This paper explores whether multiplayer VR simulations could be used as an alternative to physical simulations. 
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  7. Metacognition is the understanding of your own knowledge including what knowledge you do not have and what knowledge you do have. This includes knowledge of strategies and regulation of one’s own cognition. Studying metacognition is important because higher-order thinking is commonly used, and problem-solving skills are positively correlated with metacognition. A positive previous disposition to metacognition can improve problem-solving skills. Metacognition is a key skill in design and manufacturing, as teams of engineers must solve complex problems. Moreover, metacognition increases individual and team performance and can lead to more original ideas. This study discusses the assessment of metacognitive skills in engineering students by having the students participate in hands-on and virtual reality activities related to design and manufacturing. The study is guided by two research questions: (1) do the proposed activities affect students’ metacognition in terms of monitoring, awareness, planning, self-checking, or strategy selection, and (2) are there other components of metacognition that are affected by the design and manufacturing activities? The hypothesis is that the participation in the proposed activities will improve problem-solving skills and metacognitive awareness of the engineering students. A total of 34 undergraduate students participated in the study. Of these, 32 were male and 2 were female students. All students stated that they were interested in pursuing a career in engineering. The students were divided into two groups with the first group being the initial pilot run of the data. In this first group there were 24 students, in the second group there were 10 students. The groups’ demographics were nearly identical to each other. Analysis of the collected data indicated that problem-solving skills contribute to metacognitive skills and may develop first in students before larger metacognitive constructs of awareness, monitoring, planning, self-checking, and strategy selection. Based on this, we recommend that the problem-solving skills and expertise in solving engineering problems should be developed in students before other skills emerge or can be measured. While we are sure that the students who participated in our study have awareness as well as the other metacognitive skills in reading, writing, science, and math, they are still developing in relation to engineering problems. 
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  8. Problem-solving is an iterative process that requires brainstorming, analysis of the problem, development and testing of solutions. It relies on under-standing what is known and what is unknown about the problem. That knowledge of the knowns and unknowns is called metacognition. Today’s engineers must understand their own metacognition and that of other team members to derive the best solutions for engineering problems given the different constraints. Engineers working in design and manufacturing fields confront challenges due to a lack of important metacognitive understanding of their own and their team’s problem-solving skills. This research suggests measuring metacognition within teams by using manufacturing simulations with virtual reality and eye tracking 
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