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resource research Games, Simulations, and Interactives
It is a well-documented fact that women and minorities are currently underrepresented in STEM higher education degree programs and careers. As an outreach measure to these populations, we established the Hexacago Health Academy (HHA), an ongoing summer program. Structured as an informal learning environment with a strong youth initiated mentoring component, HHA uses game-based learning as both a means of health education and stimulating interest in careers in medicine among adolescents from underrepresented minority populations. In this article, we describe the 2015 session of the Hexacago
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TEAM MEMBERS: Megan Macklin Patrick Jagoda Ian B. Jones Melissa Gilliam
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource research Media and Technology
Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility—the objective and
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TEAM MEMBERS: Miriam Metzger Andrew Flanagin
resource research Public Programs
Summer science programs held in university research facilities provide ideal opportunities for pre-college students to master new skills and renew, refresh, and enrich their interest in science. These types of programs have a positive impact on a student's understanding of the nature of science and scientific inquiry and can open a youngster's eyes to the many possible career opportunities in science. This paper describes a study of high school students enrolled in the Summer Science Academy program at the University of Rochester that investigates the program's impact on students' knowledge of
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TEAM MEMBERS: Kerry Knox Jan Moynihan Dina Markowitz
resource research Media and Technology
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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resource project Exhibitions
The Oregon Museum of Science and Industry (OMSI) will design, develop, evaluate and install "Technoquest," a permanent 6,000 square foot interactive technology exhibition for families, underrepresented groups, school groups and OMSI's general audience. "Technoquest" will fill OMSI's Technology Hall with a suite of highly interactive, exciting and engaging hands-on educational exhibits, computer simulations, audio and video components, text, graphics and artifacts. The exhibition hall will be divided into five thematic areas: industrial technology (robotics), medical technology, transportation technology, computer technology and communications technology. Other experiences will include a quick-change area for rapidly exhibiting emerging technologies and a Technology Lab where activities conveying a deeper understanding of the general principles of technology will be presented. Ancillary educational materials will be disseminated to the general public and to educators via print, the exhibition website, teacher workshops and professional development workshops for informal science educators. Content of the exhibition and ancillary materials will focus on general educational principles established by the International Technology Education Association (ITEA) that emphasize the processes common to all forms of technology and that align with state and national science standards. Principal concepts include The Nature of Technology, Technology and Society, Design, Abilities in a Technological World, and The Designed World. These principles will be reinforced throughout the exhibition. Each thematic area will highlight all five key principles of technology as defined by the ITEA.
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TEAM MEMBERS: Raymond Vandiver Jan Dabrowski Benjamin Fleskes