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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 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 research Media and Technology
There is a movement afoot to turn the acronym STEM—which stands for science, technology, engineering, and mathematics—into STEAM by adding the arts. Science educators have finally begun to realize that the skills required by innovative STEM professionals include arts and crafts thinking. Visual thinking; recognizing and forming patterns; modeling; getting a "feel" for systems; and the manipulative skills learned by using tools, pens, and brushes are all demonstrably valuable for developing STEM abilities. And the National Science Foundation and the National Endowment for the Arts have gotten
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TEAM MEMBERS: Robert Root-Bernstein Michele Root-Bernstein
resource research Media and Technology
This monograph, the final report of the 21st Century Literacy Summit held in April 2005, presents an action plan for this emerging field applicable to higher education, K-12 education, policy makers, media & the arts, and research, and details the strategic priorities and specific recommendations for these sectors that were the summit's major outcomes.
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TEAM MEMBERS: New Media Consortium
resource research Public Programs
The article examines how school library programs are uniquely suited to initiate innovative thinking on how to leverage resources such as science fiction to help young people see the value of science, technology, engineering, and mathematics (STEM) in their daily lives. The authors report on the Sci-Dentity project launched in January 2012 which involves the collaboration between researchers and librarians at the University of Maryland in designing ways to incorporate sci-fi to STEM.
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TEAM MEMBERS: Mega Subramaniam Amanda Waugh June Ahn Allison Druin
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai