Skip to main content

Community Repository Search Results

resource project Public Programs
The Brookfield Zoo will launch the Zoo Explorers Club to provide underserved middle school students with free informal STEM education in public libraries and community centers in majority African American and Latino neighborhoods in Chicago, Cicero, and Melrose Park, Illinois. The program will consist of two four-week units per year, themed around STEM topics of interest to sixth-eighth graders. Students will participate in informal sessions that include hands-on science experiments, outdoor observations, craft projects, or animal experiences designed with the varied learning styles of middle school students in mind. Students will also participate in a free field trip to a zoo, nature center, museum, or other destination related to the unit topic. The curriculum will be designed to facilitate science learning through inquiry for up to 180 students per year, and empower young people to see themselves as agents of conservation solutions.
DATE: -
TEAM MEMBERS: Sarah Breen Bartecki
resource project Public Programs
This project will engage community members and youth in 13 rural, tribal, and Hispanic communities in the Four Corners Region of the south western U.S. with the science and cultural assets of water. Water is a significant and scarce resource in this geographic area. The Four Corners Region experiences low annual precipitation and high year-to-year fluctuations in water availability. Thus, water is a topic of great interest to community members, whose lives are shaped by water-related events such as drought, flood, and wildfires. Rural tribal, and Hispanic communities are often underserved with respect to science programming; their public libraries often function as the local science center. The project's inter-disciplinary team will develop, deploy, research, and evaluate an interactive traveling exhibit for small libraries, designed around regional water topics and complemented by interactive programming and community engagement events. Additionally, the team will build local capacity by fostering a community of practice among the host librarians, including participation through a support system--the STAR Library Network--to increase their science programming.

This project creates a traveling exhibit and complementary programming around water topics. Through an exhibit co-design model, communities will provide input in the exhibit development, identify water topics that are critical to them, and engage the multi-generational audiences. The exhibit merges the captivating attraction of water with the underlying science content and community context, giving patrons the opportunity to explore these topics through active learning stations, informational panels, citizen science-based activities, and an interactive regional watershed model. Artistic representations of water will be developed by community groups and incorporated into the exhibit as a dynamic display element.

Project goals are to:


Spark interest in and increase understanding of water as a critical resource and cultural asset across rural, tribal, and Hispanic communities in the Four Corners Region.
Increase availability of and access to engaging programming for underserved rural, tribal, and Hispanic communities focusing on the science and cultural aspects of water in the Four Corners Region.
Build capacity for libraries to implement water-focused science programs, and increase available science learning and science communication resources tailored to these informal learning settings.
Foster a Community of Practice (CoP) for participating librarians to support the development of their programming and content knowledge.
Advance the body of research on informal learning environments and their role in developing community members' science ecosystems and science identities, particularly in library settings.



The project team will rigorously assess the extent to which program approaches and components stimulate patrons' interest in science, increase science knowledge, and support building a personal science identity. The model is based on the STEM Learning Ecosystems Framework. Robust evaluation will guide the program development through a front-end needs assessment and iterative revision cycles of implementation strategies.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Anne Gold Nancy Maryboy Erin Leckey Megan K. Littrell Keliann LaConte
resource project Public Programs
This project will focus on addressing the challenges faced by rural youth with a particular emphasis on those youth who are English Language Learners. The project will provide informal education via libraries and librarians which can provide unique opportunities for rural youth and communities. Building on several years of research and experimentation, this project will augment the formal education sector, as well. The settings for the project are 12 rural school districts in largely Latinx communities. The project partners are the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation and the Twin Cities Public Television. Expertise from the Latinx community will play a significant part in the project. The project will engage learners from diverse backgrounds, ages, and interests in science through a coordinated and tested strategy incorporating three Learning Pathways (i.e., Science Learning Spaces, Programs, and Science Kits) in a public library environment. The results should yield a model for Nationwide application.

The main goals are: 1) to establish learning pathways to engage rural communities through exhibit host libraries and (2) to increase art-rich STEM learning opportunities for rural communities through libraries and their support systems. Building on an established training model, the project will introduce library staff to the STEAM content of the exhibits and guide them in developing their own STEAM Learning Pathways. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project. The project draws on existing professional infrastructure to increase library staff capacity through ALA and the Institute's established community of practice. The researchers will study the efficacy of each pathway, alone and in tandem, on participant's interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews and case studies.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Keliann LaConte Paul Dusenbery Kristin Pederson Debbie Siegel
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

Project partners include the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation, and Twin Cities Public Television. The project will rely significantly on expertise from the Latinx community.

Project Plan

Building on an established librarian training model, the project will introduce library staff to the STEAM content and guide them in developing their own STEAM Learning Pathways. The project will draw on existing professional infrastructure from the ALA and the Institute for Learning Innovation’s established community of practice. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project.

The Research

The research team will study the efficacy of each pathway, alone and in tandem, on participant’s interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews, and case studies. The results should yield a model for nationwide application and contribute insights for the formal education sector.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Lainie Castle
resource project Public Programs
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by bringing together youth (grades 2-5), their families, librarians, and professional engineers in an informal environment centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering design process. The overarching aim is to better understand how youth's learning preferences or dispositions relate to their STEM learning experiences. It also seeks to build community members' capacity to inspire and educate youth about STEM careers. The project team includes the Space Science Institute's (SSI) National Center for Interactive Learning (NCIL), the University of Virginia (UVA) and the American Society of Civil Engineers (ASCE). This team builds on the scope and reach of a prior NSF-funded project called the STAR Library Education Network (STAR_Net). As an extension of this prior work, Project BUILD will collaborate with 6 public libraries (3 urban and 3 rural) and their local ASCE Branches. Two libraries have been selected to serve as pilots: High Plains Public Library in Colorado and the African-American Research Library and Cultural Center in Florida. All partner libraries will develop a plan for recruiting participants from groups currently underrepresented in STEM professions. Project BUILD's specific aims are to 1) Engage underserved audiences, 2) Build the capacity of participating librarians and ASCE volunteers, 3) Increase interest and engagement in STEM activities for youth in grades 2-5 and their families, and 4) Conduct a comprehensive education research project. Program components include the following: 1) Community Dialogue Events, 2) a Professional Development Program for partner librarians and ASCE volunteers, and 3) Development of a Technology-rich Programming Kit and Circulating STEM Kit program. Two research questions will be addressed: 1) What common factors might identify youth who engage in project activities and what factors might differentiate between youth who continue with program engagement and those who do not? and 2) What programmatic factors (i.e. design and composition of program activities, library recruitment, librarian engagement, professional engineer engagement, etc.) might influence youth's initial and continued engagement in project activities as well as youth's reported future career interests? An external evaluation will investigate the quality of the project's process as well as its impact and effectiveness. Benefits to the participating libraries' communities, library and engineering professionals, and the education community will be achieved through 1) Community Dialogue events; 2) Library and Librarian Outreach; 3) ASCE Outreach; and 4) Publication of Research and Evaluation results.

Project build website- https://www.starnetlibraries.org/about/our-projects/project-build/
DATE: -
TEAM MEMBERS: Paul Dusenbery Robert Tai Keliann LaConte Jeannine Finton
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
DATE: -
TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This research project leverages ongoing longitudinal research to investigate whether, and if so how, youth from ages 10 to 15 in a diverse, under-resourced urban community become interested and engaged in STEM. The project addresses a global issue; fewer youth choose to major in scientific fields or take science coursework at high school or university levels. These declining numbers result in fewer STEM professionals and fewer scientifically literate citizens who are able to function successfully in an increasingly scientific and technological society. These declines are observed for youth as a whole, but are most pronounced for girls and particular non-white ethnic minorities. Data collected from youth in this community of study, including non-white ethnic minorities, mirrors this decline. NSF funding will support a five-year systematic and systemic process in which project researchers work collaboratively with existing informal and formal educational partners (e.g., museums, libraries, afterschool providers, schools) to develop sets of customized, connected, and coordinated learning interventions, in and out of school, for youth with different backgrounds, needs, and interests, all with the goal of averting or dampening this decline of STEM interest and participation during early adolescence. In addition to new research and community STEM networks, this project will result in a Community Toolkit that includes research instruments and documentation of network-building strategies for use by other researchers and practitioners nationally and internationally. This mixed methods exploratory study has two distinct but interrelated populations - youth and educators from across informal and formal institutions. To develop a clearer understanding of the factors that influence youths' STEM interest development over time, particularly among three youth STEM Interest Profiles identified in a secondary analysis (1-Dislike Math, 2-Like all STEM, 3-Dislike all STEM), the design combines surveys with in-depth interviews and observations. To study educators and institutions, researchers will combine interviews, focus groups, and observations to better understand factors that influence community-wide, data-driven approaches to supporting youth interest development. Research will be conducted in three phases with the goal of community-level change in youth STEM interest and participation. In Phase 1 (Years 1 & 2) four educational partners will develop interventions for a 6th and 7th grade youth cohort that will be iteratively refined through a design-based approach. Educational partners and researchers will meet to review and discuss interest and participation data and use these data to select content, as well as plan activities and strategies within their programs (using a simplified form of conjecture mapping). By Phase 2 (Years 3 & 4) four additional partners will be included, more closely modeling the complex system of the community. With support from researchers support and existing partners, new educational partners will similarly review and discuss data, using these to select content, as well as plan activities consistent with program goals and strategies. Additional interventions will be implemented by the new partners and further assessed and refined with a new 6th and 7th grade cohort, along with the existing interventions of the first four partners. In Phase 3 (Year 5) data will be collected on pre-post community-level changes in STEM interest and participation and the perceived effectiveness of this approach for youth. These data will inform future studies.
DATE: -