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resource research Professional Development, Conferences, and Networks
The Rural Informal STEM Conference (RISC), sponsored by the National Science Foundation (NSF) and held at its headquarters on September 13–14, 2018, was the first of its kind to bring together key innovators and experts in rural STEM learning outside of school. People who live in rural settings are a frequently overlooked and significantly under-represented STEM audience, who number roughly 60 million Americans. The conference addressed questions about the overall status of informal (out of school) STEM learning in rural places, including the following: How do we define rural places? What
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TEAM MEMBERS: Kate Kastelein Sue Allen Tom Keller Jan Mokros Corrine Kaczmarek Sam Theriault Asia Williams
resource research Media and Technology
This report summarizes the ideas and conversations of the CAISE Broadening Participation Task Force, which was led by the authors, along with James Bell, Principal Investigator and project director of CAISE (see informalscience.org/bp-task-force). The task force was instrumental in identifying key ideas and challenges to the field, providing edits and input into the report, developing and drafting the associated practice briefs, and piloting the materials. Across the nation, many are undertaking efforts to significantly transform who participates in science, technology, engineering, and
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resource evaluation Media and Technology
Ruff Family Science is a project funded by the National Science Foundation (NSF) that aims to foster joint media engagement and hands-on science exploration among diverse, low-income parents and their 4- to 8-year-old children. Building on the success of the PBS series FETCH! with Ruff Ruffman, the project leverages FETCH’s funny and charismatic animated host, along with its proven approach to teaching science, to inspire educationally disadvantaged families to explore science together. The project is utilizing a research and design process to create resources that meet the needs of families
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TEAM MEMBERS: Mary Haggerty Heather Lavigne Jessica Andrews
resource research Public Programs
This Conference Paper was presented at the International Soceity for the Learning Sciences Confernece in June 2018. We summarize interviews with youth ages 9-15 about their failure mindsets, and if those midsets cross boundaries between learning environments. Previous research on youth’s perceptions and reactions to failure established a view of failure as a negative, debilitating experience for youth, yet STEM and in particular making programs increasingly promote a pedagogy of failures as productive learning experiences. Looking to unpack perceptions of failure across contexts and
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resource research Public Programs
Making is a recent educational phenomenon that is increasingly occurring in schools and informal learning spaces around the world. In this paper we explore data from maker educators about their experiences with failure. We surveyed maker educators about how they view failure happening with youth in their formal and informal programs and how they respond. The results reveal some concrete strategies that seem to show promise for helping educators increase the likelihood that failure experiences for youth can lead to gains in learning and persistence. This article summarizes a survey of formal
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resource research Public Programs
The STEM Interest and Engagement (STEM IE) Study was a four-year project funded by the National Science Foundation under the auspices of its Advancing Informal STEM Learning (AISL) program that was designed to better understand what types of practices, supports, and opportunities afforded to early adolescent youth: (1) Are especially effective in helping youth experience in-the-moment engagement while participating in ISL activities, and (2) Serve to support growth in STEM interest and aspirations. The study was conducted in a total of nine, STEM-oriented, summer learning programs serving
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TEAM MEMBERS: Neil Naftzger Jennifer Schmidt Lee Shumow Patrick Beymer Joshua Rosenberg
resource research Public Programs
This is a summary description of the 2018 Summer Science Camp offered by the Morgridge Institute for Research at the Discovery Building on the UW-Madison campus. The camp has been offered annualy since 2007, and the 2018 evaluation produced some specific ideas for improving the camp. Since 2007, more than 300 students from rural Wisconsin high schools have attended the camp. This population has less access to the many educational advantages that regular internet access affords their urban counterparts. The science camp team is exploring how to carry out a study of camp alumni.
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resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource evaluation Media and Technology
This report summarizes evaluative findings from Computational Thinking in Ecosystems project, and the resulting product, i.e., a functional draft of a game called “The Pack.” Evaluative efforts included gathering feedback from key stakeholders—including members of the design based research (DBR) team members at the New York Hall of Science (NYSCI) along with advisors and project partners— about the game and the DBR process, as well as an independent assessment of the game via feedback from educators and a round of play-testing with youth.
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TEAM MEMBERS: Jennifer Borland
resource research Public Programs
We present results of an experimental study of an urban, museum-based science teacher PD programme. A total of 125 teachers and 1676 of their students in grades 4–8 were tested at the beginning and end of the school year in which the PD programme took place. Teachers and students were assessed on subject content knowledge and attitudes towards science, along with teacher classroom behaviour. Subject content questions were mostly taken from standardised state tests and literature, with an ‘Explain:’ prompt added to some items. Teachers in the treatment group showed a 7% gain in subject content
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resource research Public Programs
Field stations across the United States provide learning opportunities to the general public through their outreach programming. With approximately 78% and 98% of the US population living within 60 and 120 miles of a field station, respectively, stations have the potential to be key providers of informal STEM education. We surveyed a sample of US biological field stations and asked them to describe their outreach programming and goals. Our findings indicate that field stations prioritize outreach by dedicating personnel and fiscal resources, but such initiatives are highly variable in
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TEAM MEMBERS: Rhonda Struminger Jill Zarestky Rachel Short A Michelle Lawing
resource project Public Programs
NASA's Universe of Learning provides resources and experiences that enable diverse audiences to explore fundamental questions in astronomy, experience how science is done, and discover the universe for themselves. Using its direct connection to science and science experts, NASA's Universe of Learning creates and delivers timely and authentic resources and experiences for youth, families, and lifelong learners. The goal is to strengthen science learning and literacy, and to enable learners to discover the universe for themselves in innovative, interactive ways that meet today's 21st century needs. The program includes astronomical data tools, multimedia resources, exhibits and community programs, and professional learning experiences for informal educators. It is developed through a unique partnership between the Space Telescope Science Institute, Caltech/IPAC, the Jet Propulsion Laboratory, the Smithsonian Astrophysical Observatory, and Sonoma State University.
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TEAM MEMBERS: Denise Smith Gordon Squires Kathy Lestition Anya Biferno Lynn Cominsky