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resource project Media and Technology
The University of South Carolina will develop and research an educational program in the Southeastern United States designed to recognize and foreground the scientific contributions of the descendants of West Africans and West Indians. Though these contributions have been vital to many scientific enterprises, including land stewardship and aquaponics, they have remained largely underappreciated in educational programs. To address this issue, this project will develop an informal science education program for youth from Gullah/Geechee communities whose ancestors were formerly enslaved West African and West Indian peoples. Across centuries, Gullah/Geechee people have developed historical and contemporary scientific, engineering, and technological practices that enabled the mastery of fishing and the cultivation of numerous crops across barrier islands and coastal cities from North Carolina to Florida. Guided by Gullah/Geechee scholars and community members, pre-service and in-service teachers will co-design culturally sustaining summer programs, which provide Gullah/Geechee youth with opportunities to engage in culturally-embedded scientific and engineering practices as they learn about numerous STEM (science, technology, engineering, and mathematics) career pathways related to these practices. The University of South Carolina will host these summer programs in partnership with the historic Penn Center, an African American historical and cultural institution, and in partnership with the Belle W. Baruch Institute for Marine and Coastal Sciences, a research organization dedicated to improving the management of marine and coastal resources. Researchers will study how the in-service and pre-service teachers enact pedagogies that sustain Gullah/Geechee cultural practices. They will also study how the Gullah/Geechee youth share their understandings of culturally-embedded scientific content through creating iMovies and through giving community presentations hosted by the Penn Center, Baruch Institute, and other community partners. This project will advance knowledge on broadening participation in STEM (science, technology, engineering, and mathematics) career pathways in informal settings through culturally sustaining pedagogies. This project will also advance partnerships through illuminating how different institutions and stakeholders?such as community leaders, cultural centers, university educator programs, and scientific research organizations can work together to support culturally-embedded learning across informal settings.

The University of South Carolina will conduct a mixed-method study grounded in principles of design-based research and community-based participatory research. Pre-service and in-service teachers from underrepresented groups will participate in an immersive two-year professional development experience during which they co-design and teach culturally sustaining summer programs with Gullah/Geechee scholars and leaders. In these programs, fifth- and sixth-grade Gullah/Geechee youth will engage in project-based learning by applying historical and contemporary scientific practices grounded in Gullah/Geechee cultures. Guided by cultural mentors, youth will engage in STEM practices similar to those of STEM professionals in the community. Researchers will study how the educators understand and apply culturally sustaining pedagogies by using constant comparative analytic methods to analyze transcripts from observations and interviews, as well as the educators' work materials (e.g., lesson plans). They will also study how the youth convey their understandings of culturally-embedded scientific content and practices by using constant comparative and multimodal analysis to analyze transcripts from interviews and observations, as well as youth-generated artifacts such as the iMovie. Additionally, pre- and post-tests will enable the research team to determine changes to the youths' understandings of scientific content and perceptions regarding participation in STEM enterprises and careers. Deliverables, such as youth-generated products, will be shared with local media and with relevant cultural centers, while empirical results will be widely disseminated through local and national conferences. This project is funded by the Innovative Technology Experiences for Students and Teachers (ITEST) program, which supports projects that build understandings of practices, program elements, contexts, and processes contributing to increasing students' knowledge and interest in science, technology, engineering, and mathematics (STEM) and information and communication technology (ICT) careers. This project is also co-funded by the Advanced Informal STEM Learning (AISL) program. As part of its overall strategy to enhance learning in informal environments, the AISL program 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.

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.
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TEAM MEMBERS: Fenice Boyd Regina Ciphrah
resource project Media and Technology
C-RISE will create a replicable, customizable model for supporting citizen engagement with scientific data and reasoning to increase community resiliency under conditions of sea level rise and storm surge. Working with NOAA partners, we will design, pilot, and deliver interactive digital learning experiences that use the best available NOAA data and tools to engage participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and predicted changes for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through real-world planning challenges developed with our city and government partners in Portland and South Portland, Maine. Over the course of the project, thousands of citizens from nearby neighborhoods and middle school students from across Maine’s sixteen counties, will engage with scientific data and forecasts specific to Portland Harbor—Maine’s largest seaport and the second largest oil port on the east coast. Interactive learning experiences for both audiences will be delivered through GMRI’s Cohen Center for Interactive Learning—a state-of-the-art exhibit space—in the context of facilitated conversations designed to emphasize how scientific reasoning is an essential tool for addressing real and pressing community and environmental issues. The learning experiences will also be available through a public web portal, giving all area residents access to the data and forecasts. The C-RISE web portal will be available to other coastal communities with guidance for loading locally relevant NOAA data into the learning experience. An accompanying guide will support community leaders and educators to embed the interactive learning experiences effectively into community conversations around resiliency. This project is aligned with NOAA’s Education Strategic Plan 2015-2035 by forwarding environmental literacy and using emerging technologies.
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TEAM MEMBERS: Leigh Peake
resource project Media and Technology
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. 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.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
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TEAM MEMBERS: Heidi Ballard Alison Young Lila Higgins Lucy Robinson Christothea Herodotou Grant Miller
resource research Media and Technology
Informal learning opportunities are increasingly being recognized as important for youth participation in authentic experiences at the intersection of science, technology, engineering, and math (STEM) (Dorsen, Carlson, and Goodyear 2006). These experiences may involve specialized equipment and dedicated time for learners to gain familiarity with the relevant scientific and engineering practices (i.e., designing experiments on their own, struggling to make sense of data, learning from their own mistakes and the results of peers), which often go beyond the classroom. However, the educators who
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TEAM MEMBERS: Kathryn Williamson Sue Ann Heatherly Vivian Hoette Eva Erdosne Toth David Beer
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at the University of Colorado. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Nichole Pinkard
resource project Media and Technology
This is an Early-concept Grant for Exploratory Research supporting research in Smart and Connected Communities. The research supported by the award is collaborative with research at DePaul University. The researchers are studying the use of technologies to enable communities to connect youth and youth organizations to effectively support diverse learning pathways for all students. These communities, the youth, the youth organizations, formal and informal education organizations, and civic organizations form a learning ecology. The DePaul University researchers will design and implement a smart community infrastructure in the City of Chicago to track real-time student participation in community STEM activities and to develop mobile applications for both students and adults. The smart community infrastructure will bring together information from a variety of sources that affect students' participation in community activities. These include geographic information (e.g., where the student lives, where the activities take place, the student transportation options, the school the student attends), student related information (e.g., the education and experience background of the student, the economic status of the student, students' schedules), and activity information (e.g., location of activity, requirements for participation). The University of Colorado researchers will take the lead on analyzing these data in terms of a community learning ecologies framework and will explore computational approaches (i.e., recommender systems, visualizations of learning opportunities) to improve youth exploration and uptake of interests and programs. These smart technologies are then used to reduce the friction in the learning connection infrastructure (called L3 for informal, formal, and virtual learning) to enable the student to access opportunities for participation in STEM activities that are most feasible and most appropriate for the student. Such a flexible computational approach is needed to support the necessary diversity of potential recommendations: new interests for youth to explore; specific programs based on interests, friends' activities, or geographic accessibility; or programs needed to "level-up" (develop deeper skills) and complete skills to enhance youths' learning portfolios. Although this information was always available, it was never integrated so it could be used to serve the community of both learners and the providers and to provide measurable student learning and participation outcomes. The learning ecologies theoretical framework and supporting computational methods are a contribution to the state of the art in studying afterschool learning opportunities. While the concept of learning ecologies is not new, to date, no one has offered such a systematic and theoretically-grounded portfolio of measures for characterizing the health and resilience of STEM learning ecologies at multiple scales. The theoretical frameworks and concepts draw together multiple research and application domains: computer science, sociology of education, complexity science, and urban planning. The L3 Connects infrastructure itself represents an unprecedented opportunities for conducting "living lab" experiments to improve stakeholder experience of linking providers to a single network and linking youth to more expanded and varied opportunities. The University of Colorado team will employ three methods: mapping, modeling, and linking youth to STEM learning opportunities in school and out of school settings in a large urban city (Chicago). The recommender system will be embedded into youth and parent facing mobile apps, enabling the team to characterize the degree to which content-based, collaborative filtering, or constraint based recommendations influence youth actions. The project will result in two measurable outcomes of importance to key L3 stakeholder groups: a 10% increase in the number of providers (programs that are part of the infrastructure) in target neighborhoods and a 20% increase in the number of youth participating in programs.
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TEAM MEMBERS: Bill Penuel Tamara Sumner Nichole Pinkard
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. WISE Guys & Gals (WGG) is an Informal STEM program that engages early adolescents (middle school age youth) in innovative and engaging blended (on-line and hands-on) STEM based engineering challenges. WISEngineering, the open source online learning environment, that supports WGG, connects and blends the strengths of virtual design and physical modeling while also facilitating youth collaboration and collection of data for research.
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TEAM MEMBERS: David Burghardt
resource project Media and Technology
The University of Chicago's Yerkes Observatory, the National Radio Astronomy Observatory, the University of North Carolina, the Astronomical Society of the Pacific, and 4-H are collaborating to provide professional development to 180 4-H leaders and other informal science educators, and engage 1,400 middle school youth in using research-grade robotic telescopes and data analysis tools to explore the Universe. Youth participating in 4H-based out-of-school programs in Wisconsin, West Virginia and North Carolina are learning about the universe and preparing for STEM careers by conducting authentic astronomy research, completing astronomy-related hands-on modeling activities, interacting with astronomers and other professionals who are part of the Skynet Robotic Telescope Network, and interacting with other youth who part of the Skynet Junior Scholars virtual community. The project is innovative because it is providing a diverse community of 4-H youth (including sight- and hearing-challenged youth and those from underrepresented groups) with opportunities to use high-quality, remotely located, Internet-controlled telescopes to explore the heavens by surveying galaxies, tracking asteroids, monitoring variable stars, and learn about the nature and methods of science. Deliverables include (1) online access to optical and radio telescopes, data analysis tools, and professional astronomers, (2) an age-appropriate web-based interface for controlling remote telescopes, (3) inquiry-based standards-aligned instructional modules, (4) face-to-face and online professional development for 4-H leaders and informal science educators, (5) programming for youth in out-of-school clubs and clubs, (6) evaluation findings on the impacts of program activities on participants, and (7) research findings on how web-based interactions between youth and scientists can promote student interest in and preparedness for STEM careers. The evaluation plan is measuring the effectiveness of program activities in (1) increasing youths' knowledge, skills, interest, self-efficacy, and identity in science, including youth who are sight- and hearing-impaired, (2) increasing educators' competency in implementing inquiry-based instruction and their ability to interact with scientists, and (3) increasing the number of Skynet scientists who are involved in education and public outreach.
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TEAM MEMBERS: Richard Kron Suzanne Gurton Daniel Reichart Sue Ann Heatherly
resource evaluation Media and Technology
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
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TEAM MEMBERS: WGBH Educational Foundation Sonja Latimore Christine Paulsen
resource project Media and Technology
This Science Learning+ project will develop a Youth Access & Equity Research & Practice Agenda, focusing on addressing equity issues for youth, ages 11-14, primarily from non-dominant backgrounds. The project will involve researchers and practitioners from three ISL settings/contexts, (1) Designed spaces, e.g., museums; (2) Community-based, e.g., afterschool clubs; and (3) Everyday science, e.g., science media. The goal of the agenda will be to advance scholarly understanding of equity issues in relation to these three contexts. Taking an ecological view of STEM learning as a sociocultural process of participation and transformation, the project will employ a Complex Adaptive System lens to document multiple pathways youth take (or not) within/across ISL settings over time, the impact these pathways have on learning and development, and their influence on ISL organizations themselves. These lenses will help us identify aspects of learning environments which shape youth access and development, and the value and impact of the equity ideas, tools and practices.
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TEAM MEMBERS: Louise Archer emily dawson Janet Sumner Sarah Thomas Lynn Dierking Angela Calabrese Barton Melanie Washington Ruth Murray Jim Short Emilyn Green Sue Ellen McCann
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. The project will further develop, roll out, and conduct research on a set of materials that will introduce middle school age youth to innovative and engaging engineering challenges in the Boys and Girls Club (B&GCs) context. Building on substantial prior work and evaluation-based learning, WISE Guys and Gals - Boys & Girls as WISEngineering STEM Learners (WGG) will: (1) combine engineering design activities with the (open source, online) WISEngineering infrastructure; (2) scale-up the infrastructure; (3) engage youth in informal afterschool experiences; and (4) collect a wealth of rich data to further our understanding of how youth learn through these experiences. This work will be conducted by Hofstra University's Center for STEM Research in conjunction with Brookhaven National Laboratory (BNL), The CUNY Graduate Center's Center for Advanced Study in Education (CASE), the Boys & Girls Club of America, and 25 B&GCs in New York and New Jersey. The underlying theoretical framework builds on proof-of-concept work supported by NSF and the Bill and Melinda Gates Foundation. An open source, on-line interface (WISEngineering) provides numerous virtual tools (e.g., social networking, Design Journal, embedded assessments) that promote learning and collaboration through challenging, thoughtful, and creative work. WGG will explore how to incorporate creativity, social networking, connections to real-world STEM needs/careers, and teamwork into challenges that can be completed in a one-hour period, an activity time constraint in many B&GC settings. Staff from the clubs will participate in face-to-face and virtual professional development in an effort to build their capacity as facilitators of STEM learning. Research will focus on: (1) how activities developed for 60-minute implementation and guided by informed engineering design and interconnected learning frameworks support youth learning and engagement; and (2) characteristics of the professional development approach that support B&GC facilitators' capacity development. By the end of the project, over 6,000 middle school aged youth, the majority from groups underrepresented in STEM areas, will gain experience with engineering design as they develop engineering thinking, new STEM competencies, STEM career awareness, and an appreciation for the civic value of STEM knowledge.
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TEAM MEMBERS: David Burghardt Xiang Fu Kenneth White Melissa Rhodes
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan