Knowledge Base

The Knowledge Base (formerly the ISE Evidence Wiki) is a collaboratively generated resource designed to streamline access to and share evidence about the impacts of informal STEM learning on a range of audiences in a variety of settings. Articles in the Knowledge Base are intended to be evidence-supported claims that can be referenced when developing proposals or "making the case" for a strategy or approach to funders and stakeholders, as well as to see what is known and emerging in the field.

Are you interested in contributing to the Knowledge Base? Contact caise@informalscience.org in order to edit existing articles or to create new ones.

Search our knowledge base. Select from one of three categories below.

Results

  • Children (6-12) | Broadcast Media & Film, Games & Cyberlearning, Online & Mobile Technology | Ecosystems of STEM Learning

    Numerous research studies have demonstrated that educational media can produce significant STEM learning among children. Viewing of educational television has been found to contribute to children’s...

  • Children (6-12) | Games & Cyberlearning, Online & Mobile Technology | Design Principles

    According to the 2014 U.S. Mobile App Report , 60% of digital media time in the U.S. takes place on mobile devices. This represents an opportunity for the field of informal STEM education to reach...

  • Games & Cyberlearning

    Over the past few decades, digital games on computers and mobile devices have grown in popularity as a teaching and learning tool (Mayo, 2007) . The New Media Consortium’s Horizon Report (2010)...

  • Games & Cyberlearning

    The inclusion of the arts and humanities in STEM based-research and publications has slowly transformed how informal science education has discussed and implemented the “arts” in education. Science...

  • Teenagers (13-18) | Games & Cyberlearning, Online & Mobile Technology | ISE Outcomes & Impacts

    Low-cost and widely distributed technologies allow young people to make and create digital artifacts that have historically been the domain of adult professionals. Examples include videos and complex...

  • Games & Cyberlearning

    Simulation offers the learning fields the ability to use rich models and visualizations to create interactive learning experiences. The ability of those experiences to explore the elements of time,...