Skip to main content

Community Repository Search Results

resource project Public Programs
Over the past two decades the prevalence of Autism Spectrum Disorder (ASD) has nearly tripled and yet there is much to learn about serving this audience well. After high school exit, most are left to navigate the world without appropriate support or the requisite skills necessary for success. Educators working in informal science institutions (ISI) can better promote both social interaction and engagement in STEM education for individuals with ASD. A learning environment in which the learner chooses content aligned with their personal interests and where learning can be multifaceted (verbal, hands-on, fast or slow, social or solitary, directed or inquiry based, physical, etc.) is consistent with the central tenets of an evidence-based, outcome-driven approach for autism intervention. ISI educators have the desire but may not have sufficient and timely knowledge and skills to engage and support this audience. Currently, many are working at the local level to develop new programs and approaches for patrons with ASD, with little evaluation or research and not building on each other's work. The project will develop a rigorous customized professional learning experience designed to enhance capacity of ISIs broadly in ASD support techniques and strategies. The goal is to enable more inclusive opportunities for people with ASD based on current and emerging promising practices. The project's theory of action is that the ability of people with ASD to participate in traditional, mainstream experiences will improve their motivation to seek other similar opportunities, build interpersonal skills critical to successful interaction in society, formal education, and careers. This, in turn, will help individuals with ASD gain the skills and confidence needed to pursue STEM academically and professionally. The project is a collaboration between the Institute for Learning Innovation, the SciTech Institute, and the Southwest Autism Research & Resource Center (SARRC). This project is funded by the Advanced Informal STEM Learning program which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments.

The pilot's main research questions are: (1) To what degree does the professional learning program support the learning outcomes in knowledge, awareness, interest, skills, attitude, and behavior change in informal science education providers? and (2) What features of the program do educators consider most effective for improving their ability to serve this audience? Four Arizona ISIs will participate in a research-based design study; their staff will also comprise the founding members of a Community of Practice aimed at sharing promising practices and promoting broader engagement among the informal science education community. The professional development (PD) will be provided by SARRC. New formative evaluation skills will support ongoing innovation and build participant capacity. Leveraging this training, the ISIs will create and test new approaches and programs, apply new skills in formative evaluation, and develop internal workplace programs to create cultures of ASD understanding. A pilot research study will recruit 20 diverse individuals with ASD who will visit each institution prior to and after the PD for staff. The research will measure the degree to which the PD impacts attendee experience as well as assess the science learning that occurred because of their visit. This project will advance collaboration between ASD experts and ISI educators to iteratively develop effective museum learning strategies. Other goals of this work are to provide important insights into (a) the current state of accessibility programs in ISI venues nationally, (b) how PD can be leveraged to help institutions reach true inclusion, and (c) initial evidenced-based approaches for inclusion of individuals on the Autism spectrum in mainstream informal environments. In addition to the research findings, deliverables include an ASD PD model, national inventory of current practices and programs that support ASD learning and participation, and the establishment of a Community of Practice.

This Innovations in Development award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Judith Koke Jeremy Babendure Christopher Smith
resource project Professional Development, Conferences, and Networks
The impacts of changes in the climate at local and global levels threaten how people live. Some frontline communities, especially in historically disenfranchised and under-resourced areas, are particularly vulnerable to the devastating effects of climatological events such as wildfires, flooding, and urban heat islands. As such, there is an urgent need for collective, evidence-based understanding and engagement to prevent and prepare for these potentially fatal events. Led by the Oregon Museum of Science and Industry (OMSI) in Portland, Oregon, in collaboration with local and national partners, Youth Lead the Way is an early-stage Innovations in Development project that offers a theory-based approach for youth in climatologically vulnerable communities to work in climate science research alongside field researchers, develop leadership skills, and engage in timely conversations that impact their own communities. The project will develop and evaluate a Youth Advisory Research Board model to equip and support youth and informal STEM education institutions to conduct evidence-based research on local climate impacts and communicate the findings of their research to their communities. Youth Lead the Way advances the work of several previous NSF-funded projects on climate education, youth advisory boards, and collaborative networks to engage the public in informal STEM learning. Findings from this project will support ongoing efforts in the informal STEM education field to meaningfully engage youth and to more effectively communicate science related to climate and its impacts to the public.

During this initial two-year early-stage project, youth predominantly from racial and ethnic groups underrepresented in STEM will engage in a year-long extended STEM experience. These youth will work collaboratively with scientists and museum professionals to enhance their skills as climate researchers, science communicators, and educational leaders, while reaching an estimated 4,000 or more public audience members through research and events at OMSI, in their schools, and in their communities. Using a cohort model, the youth will conduct scientifically based research studies on various local climate impact topics while concurrently serving in an advisory role at the Oregon Museum of Science and Industry, where they will participate in shaping relevant museum programs and practices. The youth will also develop and present climate stories, a communication approach based on storytelling, to raise public understanding and awareness about local climatological changes and impacts. In addition to the youth component, a companion workshop will be held at the Sciencenter in Ithaca, New York, a partner organization, to train staff and formatively assess the feasibility of scaling the model in other museums. At the program level, an exploratory qualitative research study will be conducted to identify the factors of the overall model that contribute to desired outcomes of youth engagement, climate impact education, and informal science education professional development. Interviews, surveys, focus groups, group chats among youth cohort members, and reviews of artifacts generated by the youth will inform this exploratory study. A theory-based guide outlining key findings, considerations, and recommendations will also be produced. The dissemination of this work will be multi-tiered, reaching thousands within the target communities through public programs, professional networks, at conferences, and a live virtual professional development event hosted by the Association for Science-Technology Centers. If successful, Youth Lead the Way will lay the groundwork for a model that promotes youth and public engagement in STEM through climate science research and identifies promising pathways for future research and similar efforts well beyond this project.

This early-stage Innovations in Development project is funded by the NSF Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Scott Randol Christopher Cardiel Rebecca Reilly Jennifer Schwade Imme Huttmann Carla Herran Marcie Benne Todd Shagott Maria Zybina
resource project Public Programs
The goal of the National Science Foundation?s Research Coordination Network (RCN) program is to advance a field or create new directions in research or education by supporting groups of investigators to communicate and coordinate their research, training and educational activities across disciplinary, organizational, geographic and international boundaries. This RCN will bring together scholars and practitioners working at the intersection of equity and interdisciplinary making in STEM education. Making is a culture that emphasizes interest-driven learning by doing within an informal, peer-led and creative social environment. Hundreds of maker spaces and maker-oriented classroom pedagogies have developed across the country. Maker spaces often include digital technologies such as computer design, 3-D printers, and laser cutters, but may also include traditional crafts or a variety of artist-driven creations. The driving purpose of the project is to collectively broaden STEM-focused maker participation in the United States through pursuing common research questions, sharing resources, and incubating emergent inquiry and knowledge across multiple working sites of practice. The network aims to build capacity for research and knowledge, building in consequential and far-reaching mechanisms to leverage combined efforts of a core group of scholars, practitioners, and an extended network of formal and informal education partners in urban and rural sites serving people from groups underrepresented in STEM. Maker learning spaces can be particularly fruitful spaces for STEM learning toward equity because they foster interest-driven, collective, and community-oriented learning in making for social and community change. The network will be led by a team of multi-institutional and multi-disciplinary researchers from different geographic regions of the United States and guided by a steering committee of prominent researchers and practitioners in making and equity will convene to facilitate network activities.

Equitable processes are rooted in a commitment to understand and build on the skills, practices, values, and knowledge of communities marginalized in STEM. The research network aims to fill in gaps in current understandings about making and equity, including the many ways different projects define equity and STEM in making. The project will survey the existing research terrain to develop a dynamic and cohesive understanding of making that connects to learners' STEM ideas, communities, and historical ways of making. Additionally, the network will collaboratively develop central research questions for network partners. The network will create a repository for ethical and promising practices in community-based research and aggregate data across sites, among other activities. The network will support collaboration across a multiplicity of making spaces, research institutions, and community organizations throughout the country to share data, methodologies, ways of connecting to local communities and approaches to robust integration of STEM skills and practices. Project impacts will include new research partnerships, a dissemination hub for research related to making and equity, professional development for researchers and practitioners, and leveraging collective research findings about making values and practices to improve approaches to STEM-rich making integration in informal learning environments. The project is funded by NSF's Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of settings. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Maria Olivares Eli Tucker-Raymond Edna Tan Jill Castek Cynthia Graville
resource project Media and Technology
Familiarity with statistical and data literacy is important in many areas of modern life, but there is little research on how adults continue to build mathematical literacy beyond formal schooling. Mass media science news stories contain much data, assuming that adults will understand the content.This 4-year project will first map the landscape of adult statistical literacy in the US, particularly as it relates to news consumption. The second phase will build on results from the first phase through a longitudinal study. In the third phase, the project will develop a range of experiments to manipulate mathematical explainers embedded in STEM news stories and test techniques with adult audiences, with the goal of identifying the attributes and affordances that best improve confidence and competence in the underlying math principles and their meaning to news stories. in addition to the research, project components include 12 broadcast video and social media pieces each year that will form the basis for testing with audiences, a one-day symposium for professional science journalists, and a written best practice guide that summarizes key findings and implications for practitioners.

Critical research questions are: How do mathematical competence and confidence differ among different segments of the adult population? How can STEM journalists improve adult mathematical competence and confidence through their reporting techniques? Phase 1 of the research will be a landscape review of mathematical content in the news including a baseline study of adult statistical literacy. Phase 2 will be a longitudinal study with news audiences recruited to participate in a panel study. Phase 3 will be iterative testing of the digital content based on the findings from Phases 1 and 2 and will use both focus groups and online testing. External evaluation will be conducted by TERC including an evaluation of the symposium for professional journalists.

The broader impacts of this project are twofold: the science videos created will be broadcast and made available free to a national audience including those in rural areas; and the training of science journalists has the potential for multiple, long term impact by increasing their ability to communicate statistics meaningfully to their readers/viewers.

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: -
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 Exhibitions
The project will refine, research and disseminate making exhibits and events that the museum has developed and tested to support early engineering skill development. The project will use cardboard, a familiar and flexible material, to support the activities. The goal is to develop insights and resources for informal educators across the museum field and beyond into how to effectively structure and facilitate open-ended maker education experiences for visitors that expand the number and kinds of museums and families who can engage in these activities. Maker education is often linked to Science, Technology, Engineering and Mathematics (STEM) learning and uses hands-on and collaborative approaches to support activities and projects that foster creativity, interest, and skill development. To address patterns of inequitable access to and participation in both formal and informal learning opportunities, the project will be designed to engage families from under-represented communities and research how they participate in informal engineering activities and environments. The project will make a suite of resources available for museums and other ISE practitioners that will be developed through iterative testing at all of the different settings. These resources will be made widely available via an open access online portal.

The project will research how effectively the use of cardboard making exhibits and events engage families, particularly families from underrepresented groups, in STEM and early engineering. The project's theoretical framework combines elements of: (1) learning sciences theories of family learning in museums; (2) making as a learning process; (3) early engineering practices and dispositions, and (4) equity in museums and the maker movement. The research will be conducted within two multi-month implementations of a large-scale Cardboard Engineering gallery at the Science Museum of Minnesota and two-week scaled implementations of the gallery at each of three recruited partner museum sites. The project design interweaves evaluation and research aims. Paired observations and surveys will be used to research how effectively the project is working in different venues. This integration of research and evaluation will generate a large data set from which to generalize about cardboard making across contexts. Case studies will be used to identify barriers to engagement that can be remedied, but they will provide a rich data set for understanding family learning and engineering in making. Research findings and products will be posted on the Center for Informal Science Education website and submitted for publication in peer-reviewed journals such as Visitor Studies, ASTC Dimensions, the Journal of Pre-College Engineering Education Research and others.

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: -
resource project Media and Technology
This four-year research study will investigate families' joint media engagement (JME) and informal STEM learning while listening to the child-focused STEM podcast, Brains On! Prior research has shown that the setting where families most often listen to this podcast together is the family automobile as children are being driven to school, on road trips, or other activities. Brains On! is rooted in the mission-driven principle of public radio to educate and inspire. The target audience is children 5-12 years old and their parents or caregivers. Each episode ranges from 20-45 minutes in length and presents ideas from a variety of STEM disciplines such as physics, chemistry, biology and engineering featuring sound-rich explanations of concepts through fun skits, original songs and interviews with scientists. The episodes use a light-hearted, humorous approach to share oftentimes complex STEM information. To provide an interactive experience, hosts encourage the audience to participate with the show by sending in drawings, emailing photos of plants and animals, or posing questions to be answered in future episodes. Every episode is co-hosted by a different child who interviews top scientists about their work. The scientists are selected to be representative of the range of topics presented and are meant to serve as role models for the listeners and demonstrating a wide range of career options in the STEM field.

The research adds to the social learning theory of joint media engagement (JME) which has shown that interactions between people sharing a media experience can result in learning together. Recent work on Joint Media Engagement has focused on parent/child interactions with television/video in the home. But little is known about how families engage with children's STEM podcasts together and what learning interactions occur as a result. Even less is known about this engagement within an automobile setting. This research project will build new knowledge filling a gap in the informal STEM learning field. It will use a mixed-methods research design with three phases of research to answer these questions: 1) How does the Brains On! podcast mediate STEM-based joint media engagement and family learning in an automobile setting? 2) What does STEM based joint media engagement and family learning look and sound like in this setting? 3) How do "in-automobile" factors foster or impede STEM-based joint media engagement and family learning? Phase 1 is a listener experience video study of 30 families listening to the Brains On! episodes. Phase 2 is video-based case studies of the natural automobile-based listening behaviors of eight Phase 1 families. Phase 3 is an online survey of Brains On! listeners to understand how representative the findings from Phases 1 and 2 are to the larger Brains On! Research. Results will be shared widely with key audiences that can use the findings (media developers, ISE practitioners, ISE evaluators and researchers, and families). It will also make an important contribution to the Joint Media Engagement literature and the ISE field.

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: Amy Grack Nelson Molly Bloom
resource project Media and Technology
Robots and robotics excite and challenge youths and adults. Unfortunately, the cost of purchasing robots or building useful robots is prohibitive for many low resource individuals and groups. This project will relieve this expense and provide an opportunity for resource limited individuals to experience the thrilling aspects of robotics by building a computer game that simulates robotic action. This project uses co-robotics wherein the participating player programs an avatar to assist in a symbiotic manner to achieve the goals of the game and participant. The game will provide access to the ideas and concepts such as programing, computational thinking and role assumption. The overarching goals are (1) to engage low-resource learners in STEM education through robotics in out-of-school spaces, and (2) to update the field of robotics-base STEM education to integrate the co-robotics paradigm.

This project is designed to gain knowledge on how co-robotics can be used in the informal education sector to facilitate the integration of computational science with STEM topics and to expand the educational use of co-robotics. Because the concept of co-robotics is new, a designed-based research approach will be used to build theoretical knowledge and knowledge of effective interventions for helping participants learn programing and computational thinking. Data will be collected from several sources including surveys, self-reports, in game surveys, pre and post-tests. These data collection efforts will address the following areas: Technology reliability, Resolution of cognitive tension around co-play, Accelerate discovery and initial engagement, Foster role-taking and interdependence with co-robots, Investigate social learning, and Validate measures using item response theory analysis. The DBR study questions are:

1.What design principles support the development of P3Gs that can effectively attract initial engagement in a free-choice OST space that offers large numbers of competing options? 2.What design principles support a P3G gameplay loop that enables learning of complex skills, computational thinking and co-robotics norms, and building of individual and career interest over the course of repeated engagement?

3.What design principles support P3Gs in attaining a high rate of re-engagement within low-resource OST settings? 4.What kinds of positive impact can P3Gs have on their proximal and distal environment? In addition, the project will research these questions about design: 1.What technical and game design features are needed to accommodate technological interruption? 2.What design elements or principles mitigate competition for cognitive resources between real-time play and understanding the co-robotic's behavior in relation to the code the player wrote for it? 3.What design elements are effective at getting learners in OST settings to notice and start playing the game? 4.What designs are effective at encouraging learners to engage with challenging content, particularly the transition from manual play to co-play? 5.What design elements help players develop a stake in the role the game offers? 6.What social behaviors emerge organically around a P3G prototype that is not designed to evoke specific social interactions?

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: Ross Higashi
resource project Public Programs
This Research in Service to Practice project will bring together representatives from six long-standing youth programs, experts in the field of out-of-school-time youth programming, and education researchers to collaboratively explore the long-term (15-25 years) impact of STEM-focused, intensive (100+ hours/year), multi-year programming. The six partnering programs have maintained records with a combined total of over 3000 alums who participated between 1995 and 2005. This four-year research project uses an explanatory, sequential, mixed-method design to carry out four steps: (1) identify and describe the impact on the lives of program alums who are now ages 30 to 45; (2) identify causal pathways from program strategies to long-term outcomes; (3) develop an understanding of these pathways from the perspective of the people who experienced them; and (4) disseminate this knowledge broadly to those associated with STEM-focused programming. Research questions include: How did these programs affect youth's lives as they progressed toward and into adulthood? What program strategies and what participant attributes contributed most to the staying power of these effects? What life events and social structures supported and inhibited participant outcomes? This project describes the effects, identifies the causal pathways, and produces materials that programs can use for both strategic planning and generating support resources. Additionally, this project provides research methodology for organizations that want to conduct their own retrospective research and lays a foundation for a more comprehensive study that includes programs without historical documentation. The project aligns with NSF's Big Idea "NSF INCLUDES: Transforming education and career pathways to help broaden participation in science and engineering" by providing essential information about the long-term effect of interventions on educational and career pathways in STEM.

The project's approach involves three phases: (1) research preparation, (2) causal structural modeling of survey data from approximately 2,000 respondents, and (3) rich qualitative follow-up. Human ecological and self-determination theories inform data collection and analyses at every project phase. In the preparation phase, program staff complete program profiles from an historic perspective by identifying program strategies that may have included, for example, scientific research, robotics development, teaching science in informal settings, and working in scientific research labs. In the quantitative phase, the project will recruit alums who attended one of the 6 youth programs between 1995 and 2005 to submit a current resume and complete an online questionnaire, based on the following scaled variables: retrospective recall of basic psychological need satisfaction and frustration in relation to perceived program strategies; STEM identity (at three time periods: pre-program; post-program; and current); current well-being; career influences; and career barriers. The questionnaire also includes open-ended questions about life events related to the following categories: family and friends, school and work, and living conditions. Analysis of the questionnaire will lead to development of a causal structural model. In the qualitative phase, data will be collected from a purposefully selected sample of 30 alums based on findings from the quantitative phase. Methods include interviews, photo journals, and STEM pathways maps. Analysis of interviews, resumes, and photo journals take place within the structure of basic psychological need satisfaction and motivational quality across ecological systems over time. Qualitative analysis uses the constant comparative method, and findings are used to update and refine the final causal structural model and inform overall findings, conclusions, and recommendations of the project.

Since the 1990s, out-of-school time programs have engaged youth from underserved communities in STEM learning and in building interest in STEM careers, yet these programs often based on untested assumptions that participation has lasting effects on education, career, and life choices related to STEM. This Research in Service to Practice project has the potential to 1) guide practitioners in program improvement and improved program outcomes; 2) provide insight into achieving program goals, such as equity, increased well-being of participants, an informed citizenry, and a diversified STEM workforce; and 3) inform multi-stakeholder decision-making with respect to this type of programming. This research also builds a foundation of research data collection and analysis methods to guide and support future research on long term-impacts and youth STEM programming. Dissemination strategies include a website, webinars, video, infographics, conference presentations, and written reports to reach stakeholders including practitioners, researchers, administrators, and funders.

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: -
resource project Public Programs
This program will derive knowledge on extreme weather and its concepts to be shared with youth in the Boston and Kansas City areas. Subsequently, the youth will share this knowledge by displaying it as art work on the rapid transit systems. The art projects will culminate in broad-based exhibition at the end of each group's sessions. The project will involve 200 youth per region resulting in an impact of 1000 youth per year, 80 adult mentors and 20,000 adult transportation riders in learning about extreme weather concepts. Participant organizations are the University of Mass-Boston, University of Mass-Lowell, The Massachusetts College of Art, the University of Kansas Center for Research Inc., and the Goodman Research Group Inc.

The goals of this project are to bring the topic of extreme weather to the foreground by educating youth and in turn having them educate a selected group of adults that use the rapid transit system. Groups of youths will learn about the topic through a series of meetings with mentors who are experts on the issues around extreme weather. The youth will derive their own art-works with their interpretation. These art-works will be displayed on the rapid transit systems in New England (Merrimack Valley and Worcester regions) and the Mid-West (Topeka and Kansas City areas). Using a quasi-experimental mixed methodology (demographics, bus ridership, initial level of science awareness, and interest) the goal is to understand science learning outcomes associated with the creation and public display of youth art. Research questions of importance in this regard are 1. In what ways does blending art with the science enhance youth learning about extreme weather concepts? 2. To what extent does youth art support adult learning of science? and 3. How does regional context affect learning about extreme weather?

Broader impacts will result from the youth diversity as well as the diversity of riders of the rapid transit systems where the art of extreme weather is displayed.

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: Robert Chen Lois Hetland Jill Lohmeier Stephen Mishol Steven Schrock Claudia Bode
resource project Exhibitions
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. Informal STEM educational activities have proliferated widely in the US over the last 20 years. Additional research will further validate the long-term benefits of this mode of learning. Thus, elaborating the multitude of variables in informal learning and how those variables can be used for individual learning is yet to be defined for the circumstances of the learners. Thus, the primary objective of this work is to produce robust and detailed evidence to help shape both practice and policy for informal STEM learning in a broad array of common circumstances such as rural, urban, varying economic situations, and unique characteristics and cultures of citizen groups. Rather than pursuing a universal model of informal learning, the principal investigator will develop a series of comprehensive models that will support learning in informal environments for various demographic groups. The research will undertake a longitudinal mixed-methods approach of Out of School Time/informal STEM experiences over a five-year time span of data collection for youth ages 9-19 in urban, suburban, town, and rural communities. The evidence base will include data on youth experiences of informal STEM, factors that exert an influence on participation in informal STEM, the impact of participation on choices about educational pathways and careers, and preferences for particular types of learning activities. The quantitative data will include youth surveys, program details (e.g. duration of program, length of each program session, youth/facilitator ratio, etc.), and demographics. The qualitative data will include on-site informal interviews with youth and facilitators, and program documentation. This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
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 research, approaches, and resources for use in a variety of settings. This project will develop a national infrastructure of state and regional partnerships to scale up The Franklin Institute's proven model of Leap into Science, an outreach program that builds the capacity of children (ages 3-10) and families from underserved communities to participate in science where they live. Leap into Science combines children's science-themed books with hands-on science activities to promote life-long interest and knowledge of science, and does so through partnerships with informal educators at libraries, museums, and other out-of-school time providers. Already field-tested and implemented in 12 cities, Leap into Science will be expanded to 90 new rural and urban communities in 15 states, and it is estimated that this expansion will reach more than 500,000 children and adults as well as 2,700 informal educators over four years. The inclusion of marginalized rural communities will provide new opportunities to evaluate and adapt the program to the unique assets and needs of rural families and communities.

The project will include evaluation and learning research activities. Evaluation will focus on: 1) the formative issues that may arise and modifications that may enhance implementation; and 2) the overall effectiveness and impact of the Leap into Science program as it is scaled across more sites and partners. Learning research will be used to investigate questions organized around how family science interest emerges and develops among 36 participating families across six sites (3 rural, 3 urban). Qualitative methods, including data synthesis and cross-case analysis using constant comparison, will be used to develop multiple case studies that provide insights into the processes and outcomes of interest development as families engage with Leap into Science and a conceptual framework that guides future research. This project involves a partnership between The Franklin Institute (Philadelphia, PA), the National Girls Collaborative Project (Seattle, WA), Education Development Center (Waltham, MA), and the Institute for Learning Innovation (Corvallis, OR).
DATE: -
TEAM MEMBERS: Darryl Williams Karen Peterson Lynn Dierking Tara Cox Julia Skolnik Scott Pattison