Skip to main content

Community Repository Search Results

resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
DATE: -
TEAM MEMBERS:
resource project Public Programs
This project focuses on environmental health literacy and will explore the extent to which diverse rural and urban youth in an out-of-school STEM enrichment program exhibit gains in environmental health literacy while engaged in learning and teaching others about community resilience in the face of changing climates. Science centers and museums provide unique opportunities for youth to learn about resilience, because they bring community members together to examine the ways that current science influences local decisions. In this project, teams of participating youth will progress through four learning modules that explore the impacts of changing climates on local communities, the local vulnerabilities and risks associated with those changes, possible mitigation and adaptation strategies, and building capacities for communities to become climate resilient. After completion of these modules, participating youth will conduct a resilience-focused action project. Participants will be encouraged to engage peers, families, friends, and other community stakeholders in the design and implementation of their projects, and they will gain experience in accessing local climate and weather data, and in sharing their findings through relevant web portals. Participants will also use various sensors and web-based tools to collect their own data.



This study is guided by three research questions: 1) To what extent do youth develop knowledge, skills, and self- efficacy for developing community resilience (taken together, environmental health literacy in the context of resilience) through participation in museum-led, resilience-focused programming? 2) What program features and settings foster these science learning outcomes? And 3) How does environmental health literacy differ among rural and urban youth, and what do any differences imply for project replication? Over a two- year period, the project will proceed in six stages: a) Materials Development during the first year, b) Recruitment and selection of youth participants, c) Summer institute (six days), d) Workshops and field experiences during the school year following the summer institute, e) Locally relevant action projects, and f) End- of-program summit (one day). In pursuing answers to the research questions, a variety of data sources will be used, including transcripts from youth focus groups and educator interviews, brief researcher reflections of each focus group and interview, and a survey of resilience- related knowledge. Quantitative data sources will include a demographic survey and responses to a self-efficacy instrument for adolescents. The project will directly engage 32 youth, together with one parent or guardian per youth. The study will explore the experiences of rural and urban youth of high school age engaged in interactive, parallel programming to enable the project team to compare and contrast changes in environmental health literacy between rural and urban participants. It is anticipated that this research will advance knowledge of how engagement of diverse youth in informal learning environments influences understanding of resilience and development of environmental health literacy, and it will provide insights into the role of partnerships between research universities and informal science centers in focusing on community resilience.
DATE: -
TEAM MEMBERS: Kathleen Gray Dana Haine
resource project Exhibitions
The Thinkery will develop research-based exhibit materials and community resources to support adults as learning facilitators for their children. The museum will formalize a decade-long research relationship with a nationally recognized expert in child development and learning to establish new infrastructure and capacity to translate best practices from learning sciences into museum operations. The museum will create a 180-foot learning hub that blends elements of an exhibition and research space, allowing the prototyping and evaluation of exhibits by engaging visitors as active participants in research studies. The project team will produce bilingual exhibit prompts cards, signage, and enhancements to educate and inform parents by offering STEAM knowledge, inquiry questions, play-based learning and child development information. Additional project activities will include the development and implementation of related staff trainings and the establishment of an online parent resource gallery.
DATE: -
TEAM MEMBERS: Matt Stalberger
resource project Public Programs
The Exploratorium will increase the museum community's understanding of the impact of a single science museum visit on "emerging adult" learners-young adults aged 18-29, who are not yet married and have no children. In particular, the study will attempt to understand how museum visits help young women build crucially important science self-confidence. The project will build on prior IMLS-funded research that found that a science museum visit mitigated a pre-existing gender gap in science confidence, or self-efficacy (SSE). The research team will replicate and investigate this effect further by observing male and female young adults during their visits, and over the course of the following three months. The study will gather data before, during, and after the visit through interviews, surveys, experience-sampling, and analysis of participants' social media posts. Results of this research will provide valuable information to the science museum community, as they seek to address the challenges of achieving gender equity in STEM education and the workforce.
DATE: -
TEAM MEMBERS: Josh Gutwill
resource project Public Programs
The Massachusetts Audubon Society will develop, pilot, and implement an evaluation framework for nature-based STEM programming that serves K-12 students visiting its network of nature centers and museums. Working with an external consultant, the society will develop the framework comprised of a logic model and theory of change for fieldtrips, and develop a toolkit of evaluation data collection methodology suitable to various child development stages. The project team will design and conduct three professional development training seminars to help Massachusetts Audubon school educators develop a working understanding of the new evaluation framework for school programs and gain the skills necessary to support protocol implementation. This project will result in the development and adoption of a universal protocol to guide the collection, management, and reporting of education program evaluation data across the 19 nature centers and museums in the Massachusetts Audubon system.
DATE: -
TEAM MEMBERS: Kris Scopinich
resource project Exhibitions
The STEAM Para Todos project will transform a prominent exhibit in the Marbles Kids Museum into a vibrant space that fosters culturally relevant STEAM learning and exploration for all museum visitors, particularly the growing Hispanic, dual-language learner population in Wake County, N.C. The three-year project will involve research, testing, design, installation, and evaluation. The museum will work with the school system, STEM partners, the local arts community, and organizations engaged with the Hispanic community to develop the exhibit. Guiding the project will be a community of practice, comprised of museum professionals; researchers with expertise in STEAM education, dual language learners, and culturally responsive informal learning; partners from STEM businesses; creative arts organizations; the Wake County Public School System; and stakeholders from the exhibit's intended audience. Project partners include Wake County Public School System, Que Pasa, US2020, Visual Arts Exchange, North Carolina Society of Hispanic Professionals, and Google Fiber.
DATE: -
TEAM MEMBERS: Hardin Engelhardt
resource project Informal/Formal Connections
Early learning experiences for children have the potential to make a lasting impression on a young person, and ultimately influence their interests, school trajectories, and professional careers. As such, there has been an increasing effort to understand what can make these experiences more or less productive for young people, particularly in science, technology, engineering, and mathematics fields that face ongoing challenges related to workforce development. A better understanding of what happens during and after early engineering activities - and in particular, what contributes to a productive and engaging experience for children between the ages of 3 and 5 - can inform the design of new activities and potentially catalyze greater interest and learning about engineering at a young age. This study seeks to add new knowledge in this area by exploring how and why different elements of engineering activities for young children might be more or less effective for early learners. In addition, the study also examines engagement and interest related to engineering at the family level, acknowledging the essential roles that parents and families play in the overall development of young children. Finally, this study includes a specific focus on low-income and Spanish-speaking families, thereby engaging with communities that historically have less access to early science and engineering learning opportunities and remain persistently underrepresented in these fields. In order to maximize the impact of this research, findings from this study will be shared broadly with parents, educators, and researchers from multiple fields such as engineering education, child development, and informal/out-of-school time education.

This study has the potential to have a transformative impact on engineering education by developing both educational products and conceptual frameworks that advance the field's knowledge of how to effectively engage young learners and their parents/caregivers in meaningful and productive engineering learning experiences. This study seeks to break new ground at the frontiers of early childhood engineering, specifically through a) articulating and refining a new integrated conceptual framework that weaves together theories of learning and development with theoretical constructs from engineering design and b) applying and refining this integrated framework when creating, implementing, assessing, and revising components of family-based engineering activities for early learners, particularly those from low-income and Spanish-speaking families. Unlike many other early childhood engineering programs, this project focuses on the family context, which is the primary driver of learning and interest development at this age. The study therefore provides an opportunity to advance the field by both helping young children build engineering skills and interests before starting kindergarten while also empowering parents to support their children's engineering education at a critical developmental period. Additionally, by enhancing parent-child interactions and supporting a range of early childhood development goals, this project will also contribute to efforts to decrease the persistent kindergarten readiness gap across racial, ethnic, and socioeconomic groups. The research ultimately supports efforts to increase the diversity of individuals who will potentially enter the engineering workforce.
DATE: -
TEAM MEMBERS: Gina Navoa Svarovsky Amy Corbett Maria Perdomo Scott Pattison
resource project Public Programs
This 4-year project addresses fundamental equity issues in informal Science, Technology, Engineering and Mathematics (STEM) learning. Access to, and opportunities within informal STEM learning (ISL) remain limited for youth from historically underrepresented backgrounds in both the United States and the United Kingdom. However, there is evidence that ISL experiences can expand opportunities for youth learning and development in STEM, for instance, increase positive attitudes towards educational aspirations and future careers/pursuits, improve grades and test scores in school settings, and decrease disciplinary action and dropout rates. Through research and development, this project brings together researchers and practitioners to focus on the experiences, practices and tools that will support equitable youth pathways into STEM. Working across conceptual frameworks and ISL settings (e.g. science centers, community groups, zoos) and universities in four urban contexts in two different nations, the partnership will produce a coherent knowledge base that strengthens and expands research plus practice partnerships, builds capacity towards transformative research and development, and develops new models and tools in support of equitable pathways into STEM at a global level. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

This Equity Pathways project responds to three challenges at the intersections of ISL research and practice in the United States and the United Kingdom: 1) lack of shared understanding of how youth from historically underrepresented backgrounds perceive and experience ISL opportunities across national contexts, and the practices and tools needed to support empowered movement through ISL; 2) limited shared understanding and evidence of core high-leverage practices that support such youth in progressing within and across ISL, and 3) limited understanding of how ISL might be equitable and transformative for such youth seeking to develop their own pathways into STEM. The major goal of this Partnership is for practitioners and researchers, working with youth through design-based implementation research, survey and critical ethnography, to develop new understandings of how and under what conditions they participate in ISL over time and across settings, and how they may connect these experiences towards pathways into STEM. The project will result in: 1) New understandings of ISL pathways that are equitable and transformative for youth from historically underrepresented backgrounds; 2) A set of high leverage practices and tools that support equitable and transformative informal science learning pathways (and the agency youth need to make their way through them); and 3) Strengthened and increased professional capacity to broaden participation among youth from historically underrepresented backgrounds in STEM through informal science learning. The project will be carried out by research + practice partnerships in 4 cities: London & Bristol, UK and Lansing, MI & Portland, OR, US, involving university researchers (University College London, Michigan State University, Oregon State University/Institute for Learning Innovation) practitioners in science museums (@Bristol Science Centre, Brent Lodge Park Animal Centre, Impressions 5, Oregon Museum of Science & Industry) and community-based centers (STEMettes, Knowle West Media Centre, Boys & Girls Clubs of Lansing, and Girls, Inc. of the Pacific Northwest).
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. There are few empirical studies of sustained youth engagement in STEM-oriented making over time, how youth are supported in working towards more robust STEM related projects, on the outcomes of such making experiences among youth from historically marginalized communities, or on the design features of making experiences which support these goals. The project plans to conduct a set of research studies to develop: a theory-based and data-driven framework for equitably consequential making; a set of related individual-level and program-level cases with exemplars (and the associated challenges) that can be used by researchers and practitioners for guiding the field; and an initial set of guiding principles (with indicators) for identifying equitably consequential making in practice. The project will result in a framework for equitably consequential making with guiding principles for implementation that will contribute to the infrastructure for fostering increased opportunities to learn among all youth, especially those historically underrepresented in STEM.

Through research, the project seeks to build capacity among STEM-oriented maker practitioners, researchers and youth in the maker movement around equitably consequential making to expand the prevailing norms of making towards more transformative outcomes for youth. Project research will be guided by several questions. What do youth learn and do (in-the-moment and over time) in making spaces that work to support equity in making? What maker space design features support (or work against) youth in making in equitably consequential ways? What are the individual and community outcomes youth experience in STEM-making across settings and time scales? What are the most salient indicators of equitably consequential making, how do they take shape, how can these indicators be identified in practice? The project will research these questions using interview studies and critical longitudinal ethnography with embedded youth participatory case study methodologies. The research will be conducted in research-practice partnerships involving Michigan State University, the University of North Carolina at Greensboro and 4 local, STEM- and youth-oriented making spaces in Lansing and Greensboro that serve historically underrepresented groups in STEM, with a specific focus on youth from lower-income and African American backgrounds.
DATE: -
resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
DATE: -
TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
This Smart and Connected Community (SCC) project will partner with two rural communities to develop STEMports, an innovative Science, Technology, Engineering and Mathematics (STEM) learning game for workforce development. The game's activities will take players on localized Augmented Reality (AR) missions to both engage in STEM learning challenges and discover emerging STEM careers in their community, specifically highlighting innovations in the fields of sustainable agriculture and aquaculture, forest products, and renewable energy. Community Advisory Teams (CATs) and co-design teams, including youth, representatives from the targeted emerging STEM economies, and decision-makers will partner with project staff to co-design STEMports that reflect the interests, cultural contexts, and envisioned STEM industries of the future for each community.

The project will: (a) design and pilot an AR game for community STEM workforce development; (b) develop and adapt a community engagement process that optimizes community networking for co-designing the gaming application and online community; and (c) advance a scalable process for wider applications of STEMports. This project is a collaboration between the Maine Mathematics and Science Alliance and the Field Day Lab at the University of Wisconsin-Madison to both build and research the co-designing of a SCC based within an AR environment. The project will contribute knowledge to the informal STEM learning, community development, and education technology fields in four major ways:


Deepening the understanding of how innovative technological tools support rural community STEM knowledge building as well as STEM identity and workforce interest.
Identifying design principles for co-designing the STEMports community related to the technological design process.
Developing social network approaches and analytics to better understand the social dimensions and community connections fostered by the STEMport community.
Understanding how participants' online and offline interactions with individuals and experiences builds networks and knowledge within a SCC.


With the scaling of use by an ever-growing community of players, STEMports will provide a new AR-based genre of public participation in STEM and collective decision making. The research findings will add to the emerging literature on community-wide education, innovative education technologies, informal STEM learning (especially place-based learning and STEM ecosystems), and participatory design research.

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 Byrd Sue Allen Gary Lewis Ruth Kermish-Allen David Gagnon
resource project Public Programs
This project is a Smart and Connected Communities award. The community is part of Evanston, Illinois and is composed of the lead partners described below:


EvanSTEM which is a in-school/out of school time (OST) program to improve access and engagement for students in Evanston who have underperformed or been underrepresented in STEM.
McGaw YMCA which consists of 12,000 families serving 20,000 individuals and supporting technology and makerspace activities (MetaMedia) in a safe community atmosphere.
Office of Community Education Partnerships (OCEP) at Northwestern University which provides support for the university and community to collaborate on research, teaching, and service initiatives.


This partnership will develop a new approach to learning enagement through the STEAM (Science, Technology, Engineering, Arts, and Mathematics) interests of all young people in Evanston. This project is entitled Interests for All (I4All) and builds upon existing research results of the two Principal Investigators (PIs) and previous partnerships between the lead partners (EvanSTEM and MetaMedia had OCEP as a founding partner). I4All also brings together Evanston school districts, OST prividers, the city, and Evanston's Northwestern University as participants.

In particular the project builds on PI Pinkard's Cities of Learning project and co-PI Stevens' FUSE Studios project. Both of these projects have explicit goals to broaden participation in STEAM pursuits, a goal that is significantly advanced through I4All. In this project, I4All infrastructure will be evaluated using quantitative metrics that will tell the researchers whether and to what degree Evanston youth are finding and developing their STEAM interests and whether the I4All infrastructure supports a significantly more equitable distribution of opportunities to youth. The researchers will also conduct in depth qualitative case studies of youth interest development. These longitudinal studies will complement the quantitative metrics of participation and give measures that will be used in informing changes in I4All as part of the PIs Design Based Implementation Research approach. The artifacts produced in I4All include FUSE studio projects, software infrastructure to guide the students through OST and in-school activities and to provide to the students actionable information as to logistics for participation in I4All activities, and data that will be available to all stakeholders to evaluate the effectiveness of I4All. Additionally, this research has the potential to provide for scaling this model to different communities, leveraging the OST network in one community to begin to offer professional development more widely throughout the school districts and as an exemplar for other districts. These research results could also affect strategies and policies created by local school officials and community organizations regarding how to work together to create local learning environments to create an ecosystem where formal and informal learning spaces support and reinforce STEAM knowledge.

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: Nichole Pinkard Reed Stevens