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resource project Exhibitions
The STEAM Para Todos project will transform a prominent exhibit in the Marbles Kids Museum into a vibrant space that fosters culturally relevant STEAM learning and exploration for all museum visitors, particularly the growing Hispanic, dual-language learner population in Wake County, N.C. The three-year project will involve research, testing, design, installation, and evaluation. The museum will work with the school system, STEM partners, the local arts community, and organizations engaged with the Hispanic community to develop the exhibit. Guiding the project will be a community of practice, comprised of museum professionals; researchers with expertise in STEAM education, dual language learners, and culturally responsive informal learning; partners from STEM businesses; creative arts organizations; the Wake County Public School System; and stakeholders from the exhibit's intended audience. Project partners include Wake County Public School System, Que Pasa, US2020, Visual Arts Exchange, North Carolina Society of Hispanic Professionals, and Google Fiber.
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TEAM MEMBERS: Hardin Engelhardt
resource project Public Programs
The Children's Museum at La Habra's Lil' Innovators Early Childhood STEM project will increase STEM skill and engagement among early childhood preschool teachers, disadvantaged preschoolers, and their parents. Delivered in partnership with three of La Habra's Head Start and California State Preschool program schools, the project will provide 224 preschoolers and 20 teachers with a year-long program offering increased developmental skills in STEM for underserved, low-income Hispanic students who are primarily English Language Learners. Teacher outcomes will include improved strategies for teaching STEM and increased teaching quality of STEM subjects. Parent outcomes include increased belief in the importance of STEM and increased ability to support their child's STEM learning. The standards-based education project will improve the museum's ability to serve its public by creating a community of practice consisting of a network of administrators, educators, and evaluators who will work together to improve the quality of STEM education for the youngest learners in this academically-challenged community.
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TEAM MEMBERS: Maria Tinajero-Dowdle
resource project Informal/Formal Connections
Early learning experiences for children have the potential to make a lasting impression on a young person, and ultimately influence their interests, school trajectories, and professional careers. As such, there has been an increasing effort to understand what can make these experiences more or less productive for young people, particularly in science, technology, engineering, and mathematics fields that face ongoing challenges related to workforce development. A better understanding of what happens during and after early engineering activities - and in particular, what contributes to a productive and engaging experience for children between the ages of 3 and 5 - can inform the design of new activities and potentially catalyze greater interest and learning about engineering at a young age. This study seeks to add new knowledge in this area by exploring how and why different elements of engineering activities for young children might be more or less effective for early learners. In addition, the study also examines engagement and interest related to engineering at the family level, acknowledging the essential roles that parents and families play in the overall development of young children. Finally, this study includes a specific focus on low-income and Spanish-speaking families, thereby engaging with communities that historically have less access to early science and engineering learning opportunities and remain persistently underrepresented in these fields. In order to maximize the impact of this research, findings from this study will be shared broadly with parents, educators, and researchers from multiple fields such as engineering education, child development, and informal/out-of-school time education.

This study has the potential to have a transformative impact on engineering education by developing both educational products and conceptual frameworks that advance the field's knowledge of how to effectively engage young learners and their parents/caregivers in meaningful and productive engineering learning experiences. This study seeks to break new ground at the frontiers of early childhood engineering, specifically through a) articulating and refining a new integrated conceptual framework that weaves together theories of learning and development with theoretical constructs from engineering design and b) applying and refining this integrated framework when creating, implementing, assessing, and revising components of family-based engineering activities for early learners, particularly those from low-income and Spanish-speaking families. Unlike many other early childhood engineering programs, this project focuses on the family context, which is the primary driver of learning and interest development at this age. The study therefore provides an opportunity to advance the field by both helping young children build engineering skills and interests before starting kindergarten while also empowering parents to support their children's engineering education at a critical developmental period. Additionally, by enhancing parent-child interactions and supporting a range of early childhood development goals, this project will also contribute to efforts to decrease the persistent kindergarten readiness gap across racial, ethnic, and socioeconomic groups. The research ultimately supports efforts to increase the diversity of individuals who will potentially enter the engineering workforce.
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TEAM MEMBERS: Gina Navoa Svarovsky Amy Corbett Maria Perdomo Scott Pattison
resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource evaluation Media and Technology
In spring 2019, WestEd conducted a pilot study using five playlists to understand the feasibility of implementing the playlists in afterschool programs and to discuss the potential impact of the playlists on student science learning. The research questions were: 1) How are the playlists implemented in after-school programs? 2) What is the potential impact of playlists on student science knowledge and skills? Student science knowledge was measured using the ScienceQuest test, and attitudes towards science were measured by the Emerging STEM Learning Activation Survey. Data were analyzed using a
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TEAM MEMBERS: Linlin Li Ben Mahrer Gary Weiser Ari Orenstein Eunice Chow Sara Atienza Joan Freese Momoko Hayakawa
resource research Public Programs
Described by Wohlwend, Peppler, Keune and Thompson (2017) as “a range of activities that blend design and technology, including textile crafts, robotics, electronics, digital fabrication, mechanical repair or creation, tinkering with everyday appliances, digital storytelling, arts and crafts—in short, fabricating with new technologies to create almost anything” (p. 445), making can open new possibilities for applied, interdisciplinary learning in science, technology, engineering and mathematics (Martin, 2015), in ways that decenter and democratize access to ideas, and promote the construction
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TEAM MEMBERS: Jill Castek Michelle Schira Hagerman Rebecca Woodland
resource research Media and Technology
For at-risk children who cannot attend preschool, accessing science activities depends almost entirely on parents—but many parents have limited skills for supporting such learning. PBS station WGBH has recently launched a series of free family apps based on the Emmy Award-winning preschool science series, PEEP and the Big Wide World. The apps were developed to be used jointly by parent and child for a shared learning experience. Available on Google Play and the App Store in both Spanish and English, PEEP Family Science apps cover the topics of shadows, sound, color, and ramps, respectively.
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TEAM MEMBERS: Gay Mohrbacher
resource research Public Programs
This paper contributes a theoretical framework informed by historical, philosophical and ethnographic studies of science practice to argue that data should be considered to be actively produced, rather than passively collected. We further argue that traditional school science laboratory investigations misconstrue the nature of data and overly constrain student agency in their production. We use our “Data Production” framework to analyze activity of and interviews with high school students who created data using sensors and software in a ninth-grade integrated science class. To understand the
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TEAM MEMBERS: Lisa Hardy Colin Dixon Sherry Hsi
resource project Exhibitions
Escape rooms are an engaging and increasingly popular game format in which a team of players is “locked” in a room and challenged to solve a series of narrative-embedded puzzles encoded in the room’s artifacts in order to “escape” within a set period of time. The University of California Museum of Paleontology, with partners University of Kansas Natural History Museum and the California Academy of Sciences, aim to develop, evaluate, and disseminate a “serious game” (i.e., a game designed for a purpose other than entertainment) based on the escape room model. Our traveling/loanable pop-up escape room and associated extension activities will engage diverse families (ages 8 and up) in museums and libraries in solving a biomedical mystery that teaches fundamental concepts in biology, engages critical-thinking and collaboration skills, and stimulates interest in biomedical careers. STEM Escape will address NGSS-aligned content central to medical research – in particular, it will communicate basic concepts regarding evolutionary relationships, a topic with relevance to a wide variety of medical applications, such as determining the source of emerging infectious diseases, tracking the progression of disease within a host, and identifying new medicines. The project is designed to lay the groundwork for extended family interactions surrounding scientific content and biomedical careers. The immersive game will be supplemented by a set of solo and docent-led follow-up activities that reinforce key concepts and emphasize connections between players’ experience in the game and biomedical research careers. Learners will also receive takeaway media (e.g., activity book) that highlights a diverse set of NIH-funded researchers whose work directly relies on evolutionary patterns/processes. Caregivers will have the option of receiving a follow-up email with free at-home activities. The themed inflatable pop-up room will be wheelchair-accessible and all materials will be bilingual in English and Spanish. The STEM Escape experience will be developed with and for the diverse audiences visiting urban/suburban natural history museums and libraries, as well as with and for rural families, whom we will reach through rural libraries. The project will also produce and evaluate a suite of support materials to facilitate institutional adoption and deployment of the experience. Nine host sites across the country have committed to hosting the room (with an additional two sites in the planning stages), and after the life of the grant, the room will continue to make an impact as a rentable traveling exhibit. Long term, this project will improve the public’s understanding of medically relevant evolutionary content, increase interest in biomedical careers, particularly among underserved groups targeted, and improve our understanding of how immersive games can be used to serve educational objectives.
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TEAM MEMBERS: Lisa White
resource evaluation Public Programs
Intellectual Merit: Project RESET utilized a responsive teaching approach to engage youth in critical STEM literacy on the topic of climate change. Video recordings of the afterschool program, artifacts from the program, and interviews with youth were analyzed to better understand how youth supported each other’s participation in science discourse. The team outlined four themes of critical STEM literacy (CSL) and identified a “constellation” of knowledge, dispositions, and practices within each of those themes. Finally, Project RESET demonstrated the potential benefits of multi-modal analysis
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TEAM MEMBERS: Tiffany Sikorski
resource research Public Programs
Youth from non-dominant racial and linguistic backgrounds often have limited access to school science learning opportunities. Afterschool settings may provide learning environments in which they improve science knowledge and construct positive science identities. With this premise, our research team designs and provides a community-based afterschool program that engages resettled Burmese refugee youth in STEM learning. In this paper, we seek to understand how refugee youth utilize their funds of knowledge and what identities were foregrounded in the program. We adapt a micro-ethnographic
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TEAM MEMBERS: Minjung Ryu Mavreen Rose Sta. Ana Tuvilla Casey Elizabeth Wright
resource research Media and Technology
This report presents findings of the Latina SciGirls mixed methods study, investigating the experiences of young Latinas participating in informal STEM programs across the U.S. that utilized the SciGirls educational model (including the SciGirls Seven strategies) and augmented with materials and practices intended to better serve Hispanic girls. The project was led by Twin Cities Public Television with funding from the National Science Foundation as an AISL Innovations in Development project. The STEM-related identity framework and research model used to guide this investigation is presented
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TEAM MEMBERS: Brad McLain