This Informal Learning Review article briefly recounts the activities of Center for Advancement of Informal Science Education's (CAISE) over three award periods, from 2007 through 2022. It includes links to key CAISE resources and event documentation. CAISE sunsetted its activities in early 2022 and passed the baton of leadership of the National Science Foundation (NSF) Advancing Informal STEM Learning (AISL) program resource center to REVISE- the Reimagining Equity and Values in Informal STEM Education center.
This document categorizes several strategies for fostering imaginative thinking, emergent from our review of literature. Strategies are organized by high-level categories, sub-categories, and specific actions educators or experience designers can take to foster imagination in a range of contexts. The resource also includes relevant citations for further exploration of these strategies. This resource reflects results from a comprehensive review of 137 pieces of literature addressing the intersections of imagination and STEM.
This chapter brings together cultural-historical approaches to human development with interpretive and multi-sited ethnography in order to: (1) develop ethnographic tools that attend to the ways young people learn within and across multiple contexts; (2) draw from and contrast the methodological insights of single and multi-sited ethnography; and (3) glean principles that help constitute a “multi-sited sensibility” appropriate for taking a more expansive approach to learning that advances conceptions of learning as movement.
This paper attempts to reframe popular notions of “failure” as recently celebrated in the Maker Movement, Silicon Valley, and beyond. Building on Vossoughi et al.’s 2013 FabLearn publication describing how a focus on iterations/drafts can serve as an equity-oriented pedagogical move in afterschool tinkering contexts, we explore what it means for afterschool youth and educators to persist through unexpected challenges when using an iterative design process in their tinkering projects. More specifically, this paper describes: 1) how young women in a program geared toward increasing equitable
Advances in technology, science, and learning sciences research over the past 100 years have reshaped science education. This chapter focuses on how investigators from varied fields of inquiry who initially worked separately began to interact, eventually formed partnerships, and recently integrated their perspectives to strengthen science education. Advances depended on the broadening of the participants in science education research, starting with psychologists, science discipline experts, and science educators; adding science teachers, psychometricians, computer scientists, and sociologists
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TEAM MEMBERS:
Marcia LinnLibby GerardCamillia MatukKevin Mcelhaney
In recent years, transmedia has come into the spotlight among those creating and using media and technology for children. We believe that transmedia has the potential to be a valuable tool for expanded learning that addresses some of the challenges facing children growing up in the digital age. Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning. Building off of a review of the existing popular and scholarly literature
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TEAM MEMBERS:
Becky Herr-StephensonMeryl AlperErin Reilly
resourceresearchProfessional Development, Conferences, and Networks
As STEAM has gained traction in informal education settings, it is important to support educators in learning about and developing STEAM learning experiences. We investigated what STEAM means to informal educators and how it relates to their everyday lives and identities by examining a STEAM objects activity. We found three themes in how the participants talked about the significance of the STEAM objects they shared: connection to land, historicity, and agency of materials. The STEAM objects served as boundary objects that connected communities of practice, showing the integrative nature of
Iteration is a central practice in art and science; however, it has yet to be deeply explored in STEAM learning environments. This study adopts a sociomaterial orientation (Fenwick and Edwards, 2013) to characterize the nature of iteration in one STEAM activity, an Optics Design Challenge, with informal educators. We found that iteration emerged as “microcycles” of interactions, specifically as adjustments, additions, and negotiations in both material artifacts and the narrative.
Materials play an important role in learning. Humans actors use materials in particular ways depending on the context and materials also can shape how human actors use materials. This study explores the dialogical relationship between the participants and materials in suminagashi, a Japanese paper marbling activity. We found that materials that are traditionally thought of as art materials, such as paintbrushes, are used to support practices often considered science practices, such as experimentation.
The integration of Art with Science, Technology, Engineering, and Mathematics (STEAM) has been growing in popularity, however, there are a variety of conceptualizations of what it looks like. This study explores images of STEAM by examining activities created by informal educators. We found that STEAM activities were conceptualized as using one discipline in the service of another, intertwined, or parallel. This provides concrete images of what STEAM can look like in educational settings.
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TEAM MEMBERS:
Blakely TsurusakiLaura ConnerCarrie TzouPerrin Teal SullivanMareca GuthriePriya Pugh