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resource project Public Programs
The Lewis H. Latimer House Museum will develop a more cohesive education program that reflects both the museum's resources and the needs of local schools. The museum's deputy director and Tinkering Lab educator will work together to design a curriculum that meets current New York State and city standards, enabling the museum to more effectively serve schools in the community with object-based learning experiences. Packets of educational materials will be developed and made available for school teachers to download and use in their classrooms prior to and following visits to the museum. Target schools will be actively involved in the process of testing and utilizing the products. Project results will be shared with internal and external stakeholders to sustain long-term improvement and enhance institutional capacity.
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TEAM MEMBERS: Ran Yan
resource project Public Programs
The Hands On Children's Museum will build on two of its most distinctive features-an Outdoor Discovery Center and a Young Makers program-to create a Nature Makers program. The interdisciplinary project will link nature-based learning with maker activities that use natural materials. Partnerships with Native American tribes, scientists, maker groups, and others will enrich the staff-led offerings. Nature Makers addresses two of the most significant needs in early learning-inspiring early STEM education and connecting children with the outdoors. Nature Makers will increase children's exposure to outdoor tinkering to build the foundation for STEM success in school; educate parents, caregivers, and teachers about the important role outdoor exploration plays in STEM achievement; and stimulate children's curiosity about the natural world and increase the time they spend outside. Evaluation findings will be shared internally to inform continuous improvement of program offerings, and externally to serve as a model for outdoor making activities.
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TEAM MEMBERS: Amanda Wilkening
resource project Public Programs
The Clubhouse Network: A Global Community for Creativity and Achievement, a program of Boston's Museum of Science, will develop, pilot, and evaluate Light it Up! Engaging Young People in Digital Making Activities. Digital making activities combine design, computational thinking, and engineering practices that are all fundamental learning skills for the 21st century. Over the course of six months, the project team will develop a one-day, hands-on workshop that will give museum educators strategies to inspire a more diverse population of middle and high school-aged youth to consider educational and career pathways in STEM fields through engagement with local science centers. The workshop will be implemented twice with a group of 12 educators from regional museums. The museum will use tested evaluation tools to improve the quality and outcomes of the workshops. A successful prototype and evaluation will result in practices that can be adapted by other museums and cultural institutions to better reach young people with digital making activities.
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TEAM MEMBERS: Gail Breslow
resource project Public Programs
Biology has become a powerful and revolutionary technology, uniquely poised to transform and propel innovation in the near future. The skills, tools, and implications of using living systems to engineer innovative solutions to human health and global challenges, however, are still largely foreign and inaccessible to the general public. The life sciences need new ways of effectively engaging diverse audiences in these complex and powerful fields. Bio-Tinkering Playground will leverage a longtime partnership between the Stanford University Department of Genetics and The Tech Museum of Innovation to explore and develop one such powerful new approach.

The objective of Bio-Tinkering Playground is to create and test a groundbreaking type of museum space: a DIY community biology lab and bio-makerspace, complete with a unique repertoire of hands-on experiences. We will tackle the challenge of developing both open-ended bio-making activities and more scaffolded ones that, together, start to do for biology, biotech, and living systems what today’s makerspaces have done for engineering.

A combined Design Challenge Learning, making, and tinkering approach was chosen because of its demonstrated effectiveness at fostering confidence, creative capacity, and problem solving skills as well as engaging participants of diverse backgrounds. This educational model can potentially better keep pace with the emerging and quickly evolving landscape of biotech to better prepare young people for STEM careers and build the next generation of biotech and biomedical innovators.

Experience development will be conducted using an iterative design process that incorporates prototyping and formative evaluation to land on a final cohort of novel, highly-vetted Bio-Tinkering Playground experience. In the end, the project will generate a wealth of resources and learnings to share with the broader science education field. Thus, the impacts of our foundational work can extend well beyond the walls of The Tech as we enable other educators and public institutions around the world to replicate our model for engagement with biology.
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TEAM MEMBERS: Anja Scholze
resource evaluation Public Programs
This annual report presents an overview of Saint Louis Science Center audience data gathered through a variety of evaluation studies conducted during 2016. This report includes information on the Science Center's general public audience demographics and visitation patterns, gives an overview of visitors' comments about their Science Center experience, summarizes major trends observed in the Science Center's tool for tracking educational programs, and presents highlights from evaluations of the new GROW exhibition and First Friday program.
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TEAM MEMBERS: Elisa Israel Sara Davis Kelley Staab
resource project Afterschool Programs
“Tinkering EU: Building Science Capital for All” aims to develop activities and resources that support a learner-centred culture, improve science education and develop 21st century skills - all of which are fundamental for active citizenship, employability, and social inclusion. To do this, it adopts ‘Tinkering’, an innovative pedagogy developed in the USA, which is used by museums, and has proven able to create a lifelong engagement with science for everyone. Tinkering works particularly well for people who argue that “they are not good at science” or are disaffected from any formal teaching and learning process. It can be a powerful tool to tackle disadvantage. The project integrates Tinkering into the school curriculum to develop the science capital of disadvantaged youth through the use of museums. It addresses students from 8 to 14 years old (primary and junior high schools).

Coordinator: National Museum of Science and Technology Leonardo da Vinci

Partners:
University of Cambridge – UK
NEMO Science Museum – The Netherlands
Science Gallery Dublin – Ireland
CosmoCaixa – Spain
Science Center Network – Austria
NOESIS – Greece
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TEAM MEMBERS: MARIA XANTHOUDAKI
resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of "making" have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. As part of a larger, long-range initiative in their local community, the New York Hall of Science proposes to leverage the philosophy and activities of the Maker movement to take important first steps toward realizing their eventual goal of developing family and community-wide commitment to and improvement of STEM education. The project would build both foundational and practical knowledge about how parents with little or no prior knowledge of or experience with Making choose to engage with, contribute to, and learn from Maker programming designed for families with children from low-income households and backgrounds that are under-represented in the STEM professions. The intent is to build their understanding of the value of Making as a pathway toward deeper STEM learning. The project is characterized as "high-risk with potentially high-payoff." It applies a community psychology approach (rather than individual psychology) to the study of Making, and it focuses on parents as potential learners and leaders. While some work has been done in the field with respect to the role of parents in Maker environments, this is a new approach to the study of Making and its potential influence on the broader culture of STEM learning in a community. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

Two informal learning environments will be developed and studied at the New York Hall of Science: Learning Together, a table-top, minimally staff-facilitated setting in the Hall's science library, and Family Making, a high-tech and staff-facilitated experience in the Hall's maker facility. The study poses two research questions: (1) How, and to what extent, do the Learning Together and Family Making programs attract and sustain parental engagement, parental facilitation of children's activity, and parents' own explorations of Making? (2) From a community psychology perspective, what social structures, resources, social processes, and surrounding institutional conditions support or impede these parental pathways into exploring and understanding Making as a pathway toward STEM learning? The study will involve sustained collaborations between the Hall's Maker Space staff and research team, and will seek to generate guidance about how to design Maker programming that attracts and retains low-income, under-served family groups and new knowledge about how external structures and practices shape this audiences' perceptions of and interest in Making as a mode of STEM learning.
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TEAM MEMBERS: Katherine McMillan David Wells Susan Letourneau
resource research Public Programs
This report introduces a framework to support learning in library and museum makerspaces. The framework demonstrates how we can create the conditions for ambitious learning experiences to unfold within the making experience.
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TEAM MEMBERS: Children's Museum of Pittsburgh Institute of Museum and Library Services Peter Wardrip
resource project Media and Technology
Co-led by the University of Washington and Science Gallery Dublin, this project aims to drive and transform the next generation of broadening participation efforts targeting teen-aged youth from communities historically underrepresented in STEM fields. This project investigates how out-of-school time (OST) programs that integrate epistemic practices of the arts, sciences, computer science, and other disciplines, in the context of consequential activities (such as creating radio segments, designing museum exhibitions, or building online games), can more broadly appeal to and engage youth who do not already identify as STEM learners. STEM-related skills and capacities (such as computational thinking, design, data visualizations, and digital storytelling) are key to productive and creative participation in many future civic and workplace activities, and are driving the 30 fastest-growing occupations in the US. But many new jobs will entail a hybrid blend of skills, such as programming and design skills that many students who have disengaged with academic STEM pathways may already have and would be eager to develop further. There is not currently a strong foundation of research-based evidence to guide the design, implementation, and evaluation transdisciplinary programs - in which STEM skills are embedded as tools for meaningful participation - or how such approaches relate to long-term outcomes. Hypothesizing that OST programs which effectively engage youth during their high-leverage teenage years can significantly impact youths' longer-term STEM learning trajectories, this project will involve: 1) Five 3-year studies documenting learning in different technology-rich contexts: Making Afterschool, Media Production, Museum Exhibition Design, Digital Arts Programs, and Pop-Up/Street Science Programs; 2) A 4-year longitudinal study, involving 100 youth from the above programs; 3) The creation of a number of practical measurement tools that can be used to monitor how programs are leveraging the intersections of the arts and sciences to support student engagement and learning; and 4) A Professional Development program conducted at informal science education conferences in the EU and US to engage the informal STEM field with emerging findings. 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 to better understand, strengthen, and coordinate STEM engagement and learning. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments.

Transdisciplinary, equity-oriented OST programs can provide supportive social contexts in which STEM concepts and practices are taken up as the means for meaningful participation in valued activities, building students' STEM skills in ways that can propel their future academic, career, and lifelong learning choices. This project will build the knowledge base about these emerging 21st century transdisciplinary approaches to broadening participation investigating: 1) The epistemic intersections across a range of disciplines (art, science, computation, design) that operate to broaden appeal and meaningful participation for underrepresented youth; 2) How transdisciplinary activities undertaken in the context of consequential learning (e.g., producing a radio segment, designing an exhibition for the general public) can illuminate the relevance of STEM to young people's lives, concerns, and futures; and 3) How participation in such programs can propel students' longer-term life choices and STEM learning trajectories. The project is a collaboration of the University of Washington, Science Gallery Dublin, Indiana University, Youth Radio in Oakland California, Guerilla Science in New York and London, and the London School of Economics.
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resource evaluation Public Programs
Maker Corps is a program delivered by the Maker Education Initiative (Maker Ed) to increase organizational capacity to develop and deliver maker programing. Since its inception in 2013, the program has grown to support over 100 organizations by providing professional development, connections to a community of other maker educators and individualized support. Over time the program elements have changed in response to feedback from participants, collaboration with evaluators and shifts in focus for Maker Ed’s goals. In the spirit of maker education – tinkering, observing, responding, iterating –
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TEAM MEMBERS: Alice Anderson
resource project Public Programs
This project will make synthetic biology activities accessible to high school students and teachers by providing them with an authentic but safe context to learn. These activities will also broaden their understanding and perspectives about how synthetic biology and bioengineering is used in personal, health, and food production contexts as well as raise their interest in STEM. The design of bioMAKERlab will generate an educational version of an existing professional-grade lab for synthetic biology to promote safe production, accessibility, and affordability for high schools and community colleges interested in integrating such wetlab activities into their curriculum.

Most current efforts to broaden access to maker activities for K-12 students have focused on developing collaborative fabrication workspaces (fablabs) involving 3D printers, laser cutters, and other digital and traditional tools. This project will develop and implement bioMAKERlab, an innovative wetlab starter kit and activities that will enable high school students and teachers to engage in synthetic biology by building genetic circuits that let microorganisms change color, smell, and shape. In synthetic biology, participants make their own DNA--gene by gene--and then grow their designs into real applications by inserting them into microorganisms to develop different traits and characteristics provided by the genes. The project will involve students from a Philadelphia public high school and young people participating in weekend workshops at The Franklin Institute, a Philadelphia-based science museum.

This project is a part of NSF's Maker Dear Colleague Letter portfolio (NSF 15-086), a collaborative investment of Directorates for Computer & Information Science & Engineering, Education and Human Resources, and Engineering.
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TEAM MEMBERS: Yasmin Kafai Orkan Telhan
resource project Media and Technology
This project had three objectives to build knowledge with respect to advancing Informal STEM Education:


Plan, prototype, fabricate, and document a game-linked design-and-play STEM exhibit for multi-generational adult-child interaction utilizing an iterative exhibit design approach based on research and best practices in the field;
Develop and disseminate resources and models for collaborative play-based exhibits to the informal STEM learning community of practice of small and mid-size museums including an interactive, tangible tabletop design-and-play game and a related tablet-based game app for skateboarding science and technology design practice;
Conduct research on linkages between adult-child interactions and game-connected play with models in informal STEM learning environments.


Linked to these objectives were three project goals:


Develop tools to enable children ages 5-8 to collaboratively refine and test their own theories about motion by exploring fundamental science concepts in linked game and physical-object design challenge which integrates science (Newton’s Laws of Motion) with engineering (iterative design and testing), technology (computational models), and mathematics (predictions and comparisons of speed, distance, and height). [Linked to Objectives 1 & 3]
Advance the informal STEM education field’s understanding of design frameworks that integrate game environments and physical exhibit elements using tangibles and playful computational modeling and build upon the “Dimensions of Success” established STEM evaluation models. [Linked to Objectives 1 & 2]
Examine methods to strengthen collaborative learning within diverse families through opportunities to engage in STEM problem-based inquiry and examine how advance training for parents influences the extent of STEM content in conversations and the quality of interactions between caregivers and children in the museum setting. [Linked to Objectives 1 & 3]


The exhibit designed and created as a result of this grant project integrates skateboarding and STEM in an engaging context for youth ages 5 to 8 to learn about Newton’s Laws of Motion and connect traditionally underserved youth from rural and minority areas through comprehensive outreach. The exhibit design process drew upon research in the learning sciences and game design, science inquiry and exhibit design, and child development scholarship on engagement and interaction in adult-child dyads.

Overall, the project "Understanding Physics through Collaborative Design and Play: Integrating Skateboarding with STEM in a Digital and Physical Game-Based Children’s Museum Exhibit" accomplished three primary goals. First, we planned, prototyped, fabricated, and evaluated a game-linked design-and-play STEM gallery presented as a skatepark with related exhibits for adult-child interaction in a Children's Museum.

Second, we engaged in a range of community outreach and engagement activities for children traditionally underserved in Museums. We developed and disseminated resources for children to learn about the physics of the skatepark exhibit without visiting the Museum physically. For example, balance board activities were made portable, the skatepark video game was produced in app and web access formats, and ramps were created from block sets brought to off-site locations.

Third, we conducted a range of research to better understand adult-child interactions in the skatepark exhibit in the Children's Museum and to explore learning of physics concepts during physical and digital play. Our research findings collectively provide a new model for Children's Museum exhibit developers and the informal STEM education community to intentionally design, evaluate, and revise exhibit set-up, materials, and outcomes using a tool called "Dimensions of Success (DOS) for Children's Museum Exhibits." Research also produced a tool for monitoring the movement of children and families in Museum exhibit space, including time on task with exhibits, group constellation, transition time, and time in gallery. Several studies about adult-child interactions during digital STEM and traditional pretend play in the Museum produced findings about social positioning, interaction style, role, and affect during play.
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TEAM MEMBERS: Deb Dunkhase Kristen Missall Benjamin DeVane