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resource evaluation Exhibitions
This is a compilation of front-end, formative, and a partial summative evaluations, and an exploratory study using the xMacroscope, a data visualization technology developed for generating data from an exhibit using data captured from visitor actions.
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resource project Media and Technology
Literacy Volunteers of America (LVA) - Monroe County, Inc. and The College of Exploration are developing and implementing a pilot project to target traditionally under-represented ethnic groups who are limited English proficient-- many reading and writing in English at the grade 0 - grade 5.5 level. The project goals are for learners of English as a Second Language (ESL) to use digital photo cameras, digital video cameras, waterproof underwater HD cameras and GPS technologies to geo-locate, explore, observe, record, display and tell stories in English both in words, photos and short HD video clip sequences. Stories will be about the exploration of places like the National Marine Sanctuaries and other areas of the country and coasts where there are scientific observation and monitoring opportunities created and supported by NOAA partners.
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TEAM MEMBERS: Mary Casanova Peter Tuddenham
resource research Media and Technology
Girls met to engage with Through My Window twice each week after school. The afterschool program format provided a freer, less structured atmosphere than a classroom setting. Students extensively debated and investigated the questions and themes posed by the novel, Talk to Me. The meeting space had plenty of space for students to move around, as well as teachers who encouraged the expression of full emotional and intellectual enthusiasm for the story at hand.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services
resource research Media and Technology
East Longmeadow implemented Through My Window in two seventh grade classrooms, each teaching different subjects—creative reading and STEAM. Students used the print and audio versions of Talk to Me, and read or listened to the book independently and together, in class and at home. They also participated in both online and offline activities that, along with the book, helped them engage with ideas and propose solutions related to engineering challenges.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services (CES)
resource evaluation Public Programs
Maker Corps is a program delivered by the Maker Education Initiative (Maker Ed) to increase organizational capacity to develop and deliver maker programing. Since its inception in 2013, the program has grown to support over 100 organizations by providing professional development, connections to a community of other maker educators and individualized support. Over time the program elements have changed in response to feedback from participants, collaboration with evaluators and shifts in focus for Maker Ed’s goals. In the spirit of maker education – tinkering, observing, responding, iterating –
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TEAM MEMBERS: Alice Anderson
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. How can we come to terms with the complex social impact of new cutting-edge fields like synthetic biology, robotics, genetics and machine learning? In order to manage these transformative changes, people not only need to understand science and technology, but also to actively participate in shaping a world where our ability to control the building blocks of life and cognition is vastly expanded. The Transmedia Museum will use the interactive, engaging nature of
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TEAM MEMBERS: Ed Finn Steve Gano Ruth Wylie David Guston Micah Lande Rae Ostman
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Makerspaces are social spaces with tools, where individuals and groups conceptualize, design, and make things using new and old technologies. Literacy practices are the ways people use representational texts to navigate and make sense of their worlds. They are used in particular contexts with particular goals. By “representational texts” we mean written words, talk, photographs, diagrams, videos, schematics, computer code, electrical circuit diagrams
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TEAM MEMBERS: Eli Tucker-Raymond
resource project Public Programs
Based on the number of visitors annually, zoos and aquariums are among the most popular venues for informal STEM learning in the United States and the United Kingdom. Most research into the impacts of informal STEM learning experiences at zoos and aquariums has focused on short-term changes in knowledge, attitudes and behaviors. This Science Learning+ project will identify the opportunities for and barriers to researching the long-term impacts of informal STEM learning experiences at zoos and aquariums. The project will address the following overarching research question: What are and how do we measure the long-term impacts of an informal STEM learning experience at a zoo and aquarium? While previous research has documented notable results, understanding the long-term impacts of zoo and aquarium learning experiences will provide a deeper and more nuanced understanding of the impact of these programs on STEM knowledge, skills and application. This study will use a participatory process to identify: (1) the range of potential long-term impacts of informal science learning experiences at zoos and aquariums; (2) particular activities that foster these impacts; and (3) opportunities for and barriers to measuring those impacts. First, an in-depth literature review will document previous research efforts to date within the zoo and aquarium community. Second, a series of consultative workshops (both in-person and online) will gather ideas and input from practitioners, researchers, and other stakeholders in zoo and aquarium education. The consultative workshops will focus on two questions in particular: (1) What are the different types and characteristics of informal science learning experiences that take place at zoos and aquariums? and (2) What are the long-term impacts zoos and aquariums are aiming to have on visitors in relation to knowledge, attitudes, skills and behaviors/actions? Finally, visitor surveys at zoos and aquariums in the US and UK will be conducted to gather input on what visitors believe are the long-term impacts of an informal STEM learning opportunity at a zoo or aquarium. The data gathered through all of these activities will inform the design of a five-year, mixed-methods study to investigate long-term impacts and associated indicators of an informal STEM learning experience at a zoo or aquarium. One of the aims of the five-year study will be to test instruments that could eventually be used by the global zoo and aquarium community to measure the long-term impacts of informal STEM learning programs. Designing tools to better understand the long-term impacts of informal STEM learning at zoos and aquariums will contribute to our ability to measure STEM learning outcomes. Additional benefits include improved science literacy and STEM skills amongst visitors over time and an understanding of how education programs contribute to wildlife conservation worldwide.
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TEAM MEMBERS: Brian Johnson Stanford University Lancaster University Sarah Thomas Nicole Ardoin Murray Saunders
resource project Public Programs
Many communities across the country are developing "maker spaces," environments that combine physical fabrication equipment, social communities of people working together, and educational activities for learning how to design and create works. Increasingly, maker spaces and maker technologies provide extended learning opportunities for school-aged young people. In such environments participants engage in many forms of communication where individuals and groups of people are focused on different projects simultaneously. The research conducted in this project will address an important need of those engaged in the making movement: evidence leading to a better understanding of how participants in maker spaces engage with science, technology, engineering and mathematics (STEM) as they create and produce physical products of personal and social value. Specifically, this research will generate new knowledge regarding how participants: pose and solve problems; identify, organize and integrate information from different sources; integrate information of different kinds (visual, quantitative, and verbal); and share ideas, knowledge and work with others. To understand and support STEM literacies involved in making, the investigators will study a number of different informal learning sites that self-identify as maker spaces and serve different-aged participants. The project will use ethnographic and design research techniques in three cycles of qualitative research. In Cycle One, the researchers will investigate two adult-oriented maker spaces in order to generate case studies and develop theories about how more experienced adult makers use the spaces and to create case studies of adult maker spaces, and to develop methodological techniques for understanding literacy in maker spaces. In Cycle Two, the study will expand into two out-of-school time youth-oriented maker spaces, building two new case studies and initiating design-based research activities. In Cycle Three, the team will further apply their developing theories and findings, through rapid iterative design-based research, to interventions that support participants' science literacy and making practices in two maker spaces that exist in schools. Through peer-reviewed publications, briefs, conference presentations, presence on websites of local and national maker organizations, project findings will be widely shared with organizations and individuals that are engaged in broadening the base of U.S. science and mathematics professionals for an innovation economy.
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resource project Professional Development, Conferences, and Networks
This conference at Arizona State University is an early-stage activity inspired by the upcoming 2016 - 2018 bicentennial of the conception, writing and publication of Mary Shelley's "Frankenstein - or The Modern Prometheus." That book, and the dozens of films produced subsequently, have provoked questions for researchers and citizens that have endured for two centuries and are relevant today. - How have we gone from a world in which Mary Shelley could watch public demonstrations of voltaic power on dead animals to one in which the dissection of animals in classrooms is frowned upon, but the creation of new life forms via an international synthetic biology competition (iGEM) is celebrated? - How do literary, artistic and other cultural portrayals of science and engineering inspire and inflect STEM research? - What steps do contemporary scientists and engineers need to take in order to proceed with their innovative activity in a responsible fashion? - What role do lay citizens have in making decisions about science and technology?- How can we understand the broad relationship between creativity and responsibility? The convening brings together a USA and international group of educators in informal science education and multi-disciplinary scholars who study various aspects of the interactions of science, technology and society (STS). This team of natural and social scientists, engineers, museum professionals (Museum of Science, Boston (MOS); Science Museum of Minnesota (SMM)), artists and humanities scholars will begin to formulate plans for producing exhibits, educational programs and demonstrations, fiction and nonfiction writing contests, performances, and curricula that explore science education, ethics and artistry. An overarching goal is to establish a process that could create a national and global network of collaborators to plan programs worldwide and establish new professional collaborations of researchers beyond the bicentennial. The workshop, a first step toward a possible larger initiative, could be significant both for the public's engagement with contemporary issues of science and society and for stimulating new inter-disciplinary research on such issues.
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TEAM MEMBERS: Edward Finn David Guston
resource research Public Programs
This 2006 paper reviews the ways in which structured informal learning programs for youth have been characterized in the research literature. The paper synthesizes opportunities for and challenges to research in this domain; it categorizes programs and gives concrete examples of various program types. A proposed Vygotskian research framework is organized around key dimensions of the informal learning context, including location, relationships, content, pedagogy, and assessment.
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TEAM MEMBERS: Bronwyn Bevan