Source: UNIVERSITY OF NEBRASKA submitted to NRP
CULTIVATE ACCESS TO DATA SCIENCE IN AGRICULTURE
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
ACTIVE
Funding Source
Reporting Frequency
Annual
Accession No.
1031231
Grant No.
2023-67037-41015
Cumulative Award Amt.
$749,825.00
Proposal No.
2022-12193
Multistate No.
(N/A)
Project Start Date
Sep 1, 2023
Project End Date
Aug 31, 2027
Grant Year
2023
Program Code
[A7801]- Food and Agricultural Non-formal Education
Recipient Organization
UNIVERSITY OF NEBRASKA
(N/A)
LINCOLN,NE 68583
Performing Department
(N/A)
Non Technical Summary
Cultivate ACCESS to Data Science in Agriculture aims to equip young people with skills andknowledge to tackle climate change, limited natural resources, and a growing population bybalancing agricultural production with responsible natural resource management. Using anintegrated systems thinking approach, virtual near-peer mentoring, and community influencing, theprogram aims to empower youth with an expanded vision for data-infused agricultural technologieswhile encouraging participation of underrepresented student populations.The program will focus on advanced data science transformative technologies such as GIS,artificial intelligence, and image processing, and is expected to reach 60 high school-aged youthand 15 college students over the 4-year funding period.The long-term goal of Cultivate ACCESS to Data Science in Agriculture is to promote youthacquisition of systems thinking skills, cultivation of teamwork and resiliency skills, development ofcollective action skills, and awareness and understanding of STEM-related careers. The programaims to achieve this goal by expanding the USDA-NIFA-funded Cultivate ACCESS virtualmentoring program to include learning modules and games that support participants in sharing theirknowledge through social media and other community action activities.The objectives of Cultivate ACCESS to Data Science in Agriculture include providing youth withnear-peer mentoring through the Cultivate ACCESS program, developing and curating anintegrated suite of asynchronous modules and games that broaden participation of underrepresentedyouth in STEM, and fostering a community of learners to share their gained knowledge throughcommunity action such as social media campaigns, op-ed writing, and video creation.
Animal Health Component
(N/A)
Research Effort Categories
Basic
(N/A)
Applied
(N/A)
Developmental
(N/A)
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
80674103020100%
Knowledge Area
806 - Youth Development;

Subject Of Investigation
7410 - General technology;

Field Of Science
3020 - Education;
Goals / Objectives
The long-term goal of Cultivate Access to Data Science in Agriculture is to promote youth a) acquisition of systems thinking (ST) skills, b) cultivation of teamwork and resiliency skills, c) development of collective action skills to enhance consumer confidence in ag technologies, and d) awareness and understanding of STEM-related careers.?We aim to achieve this goal through the expansion of the USDA-NIFA funded Cultivate ACCESS virtual mentoring program to include learning modules and games to support participants in sharing their knowledge through social media and other community action activities.The objectives of Cultivate Data Science are to:Provide youth near-peer mentoring through the Cultivate ACCESS program.Develop and curate an integrated suite of asynchronous modules and games that connect data-infused agricultural technologies with complex systems thinking skills.Foster a community of learners to share their gained knowledge through community action such as social media campaigns, op ed writing, and video creation.?
Project Methods
We will create a Cultivate Data Science online portal that houses the developed interactive resources and game. Instructional materials, such as self-guided learning modules, game tutorials, reflection exercises, and project-based learning prompts, will target grades 9-12. Learning outcomes include describing complex agroecosystems, analyzing gameplay decisions to compare outcomes and identify leverage points within the system, and recognizing long-term economic and ecological value of cooperative management strategies. Playing the game and experiencing interactive resources will create interest and build public confidence in the safe and enhanced use of technology in agriculture, the environment, and food systems.A student media competition will invite students to research and produce multimedia stories and marketing plans to clearly communicate the benefits of agricultural technologies in their local communities. Students will draw on information gained from conversations with their Cultivate ACCESS mentor and experiences using the provided educational game and interactive resources. Student projects will share information via text, photography, or videos on any relevant topics (e.g., impact of Eastern redcedar on aquifer levels, nitrates in well water, etc.). Judging will consider both content quality and impact. Each year, the top three winners in each category will receive a $100 award.

Progress 09/01/24 to 08/31/25

Outputs
Target Audience:Youth interested in STEM and agricultural careers. Educators and mentors in the field of agriculture and data science. Community members and stakeholders invested in agricultural technologies and education. Changes/Problems:The finalization of the Ripple Effects game took longer than anticipated, requiring the program to provide alternative supporting resources to teachers while working through technical development challenges. This delay shifted the full game launch to fall 2025 for the second program cohort rather than the original timeline for the first cohort. What opportunities for training and professional development has the project provided?Conducted monthly professional development workshops for participating teachers throughout the program year, focusing on water systems in Nebraska, agricultural technologies, and systems thinking approaches. Provided comprehensive training for college student mentors covering leadership skills, systems thinking concepts, content creation techniques, and STEM career pathway information. How have the results been disseminated to communities of interest?Shared program impact and participant achievements through press releases distributed to local newspapers in each participant's community following the April 2025 end-of-year campus celebration. What do you plan to do during the next reporting period to accomplish the goals?Launch the second cohort of the Cultivate ACCESS to Data Science in Agriculture program with expanded capacity. Already recruited 6 teachers who will begin recruiting students from their schools starting in September 2025, with expectations to support 25-50 high school students. Expand mentoring capacity with 7 returning college student ambassadors and recruitment efforts underway to build a team of 10 total mentors. Release the finalized Ripple Effects game to teachers in early fall 2025 and coordinate with educators to develop supporting lesson plans, including additional explorable explanations. Continue monthly professional development offerings for teachers while expanding content to include trending topics such as AI in agriculture and future career opportunities in agricultural technology. Enhance program visibility and community engagement through expanded social media presence, supported by a new graduate student with extensive social media experience.

Impacts
What was accomplished under these goals? Objective 1: Near-peer Mentoring: Successfully launched and completed the first full year of the Cultivate ACCESS to Data Science in Agriculture program. The program engaged 26 high school students and 5 teachers (3 high school teachers and 2 extension educators) who were supported by 9 college student mentors throughout the 2024-2025 program year. Implemented comprehensive mentor training covering leadership, systems thinking, content creation, and STEM career pathways. A particularly successful component involved college student mentors creating introduction videos to share with their teams and high school students throughout the year. Established mentor tracking logs to monitor conversation progression and relationship development between mentors and mentees throughout the program year. Demonstrated program adaptability by hiring an additional bilingual mentor mid-year to better serve high school students who were more comfortable communicating in Spanish. Concluded the program year with a successful on-campus celebration event in April 2025 for all participants. Objective 2: Development of Modules and Games: Continued development of the Ripple Effects educational game focused on data science and agricultural technologies related to water quantity. While game finalization took longer than expected, program highlights were shared with the first cohort of participants. Developed a draft explorable explanation describing water quantity in relationship to agricultural practices, created by a graduate student supported by program funding. This resource will support the water quantity aspects of the Ripple Effects game. Provided alternative supporting resources to teachers, including the Prairie Protector game and other online games like Lakeland, while working through technical issues in Ripple Effects development. Initiated summer 2025 pilot testing of Ripple Effects game with college students in preparation for fall 2025 release to the second program cohort. Objective 3: Community of Learners: Successfully implemented Community Action Projects that engaged high school students in creating and sharing agricultural and water-related content. Student projects included: Short informational videos on water and related topics such as composting A Spanish-language video on home water use, created by students who identified their primary audience as Spanish-speaking community members Creative submissions using infographics A school newspaper article on the importance of supporting a local wetland These projects demonstrated students' ability to identify their target audiences and create appropriate, culturally relevant content for their communities.

Publications


    Progress 09/01/23 to 08/31/24

    Outputs
    Target Audience: Youth interested in STEM and agricultural careers. Educators and mentors in the field of agriculture and data science. Community members and stakeholders invested in agricultural technologies and education. Changes/Problems: Nothing Reported What opportunities for training and professional development has the project provided? Provided monthly training workshops for high school educators, focusing on water systems in Nebraska, future of agricultural technologies, and systems thinking. Planned undergraduate student mentor training for participants, covering topics such as leadership, systems thinking, content creation, and STEM career pathways. How have the results been disseminated to communities of interest? Nothing Reported What do you plan to do during the next reporting period to accomplish the goals? Facilitate year one of the Cultivate ACCESS to Data Science in Agriculture program for mentors and mentees. The program will culminate in an on-campus celebration in April 2025 for all participants. Finalize and launch Ripple Effects game based on pilot feedback. Collect feedback from high school teachers and students. Strengthen community engagement efforts by organizing more interactive events and campaigns. Measure the long-term impact of the program on participants' skills and career interests through follow-up surveys and interviews.?

    Impacts
    What was accomplished under these goals? Objective 1: Near-peer Mentoring: Recruited college student mentors for 2024-2025 cohort of mentees. Created onboarding training materials for mentors. Recruited high school educators who will select and support high school student mentees. Objective 2: Development of Modules and Games: Developed Ripple Effects educational game focused on data science and agricultural technologies related to water quantity. Team of graduate and undergraduate students led development activities. Hosted game summit in August to pilot Ripple Effects game with other game developers on campus. Partnered with technical experts to ensure content accuracy and relevance. Objective 3: Community of Learners: Initiated development of community action campaign competition directions for high school students.

    Publications