Skip to main content

Community Repository Search Results

resource research Media and Technology
Through desk-based research and expert interviews, this study set out to investigate how funders and policy makers could drive coordination and improvements in the evaluation of youth engagement with STEM. The study explored the current landscape of evaluating youth engagement with STEM, gaps and challenges and key learnings from the evaluation practice in other sectors and key initiatives. Between February and March 2022, 18 project and programme evaluation reports and papers were reviewed, approximately 40 academic papers were analysed and synthesised, and 14 experts were interviewed.
DATE:
TEAM MEMBERS: Asimina Vergou
resource project Media and Technology
The Ka Makaiwa: Strengthening Digital Access for Native Hawaiian Futures project will develop an approach to producing online exhibits and related programming for the Bishop Museum. The project will address barriers to physical access to collections expected to continue beyond the pandemic by expanding access to information by developing a high-quality, thoughtfully designed, and user-friendly online exhibit platform. The museum will capture photographs, video footage, and other content from the (Re)Generations: Challenging Scientific Racism in Hawaii exhibition, which explores racism and bias in scientific research while celebrating Native Hawaiian voices and collaborative endeavors. The project team will test a beta version internally and conduct a thorough internal review before launching the online exhibit publicly.
DATE: -
TEAM MEMBERS: Melissa Tulig
resource project Media and Technology
DuPage Children’s Museum will conduct an in-depth, iterative evaluation of the museum’s Questioneers traveling exhibit and create a permanent 2,000 square-foot, bi-lingual Questioneers exhibit along with related programming that promotes inclusivity and ignites children’s interest in mathematics, science, engineering, and architecture. The exhibit and programming also will help reduce the impact of socioeconomic disparities that are known to discourage underrepresented and underserved populations from pursuing their interest in STEM fields. The exhibit and its related programming will feature characters, activities, and challenges from bestselling children’s books. The museum will coordinate exhibit design and fabrication with community partners.
DATE: -
TEAM MEMBERS: Kimberly Stull
resource project Media and Technology
The Detroit Zoo will partner with community-based organizations serving youth in metropolitan Detroit to implement a program to develop and present remote STEM programming for students in this area, targeting low- to moderate-income students of color. Staff from the zoo and three afterschool programs (American Institutional Management Services, Arab Community Center for Economic and Social Services, and Boys and Girls Clubs of Southeast Michigan) will participate in professional development workshops on virtual, inquiry-based, humane STEM education. They will then utilize skills developed in the workshops to develop and lead virtual education programming for a total of 24 groups of 20 middle school youth.
DATE: -
TEAM MEMBERS: Diane Miller
resource project Media and Technology
The University of Montana will create “Transforming Spaces” to foster a more inclusive, culturally responsive space for Missoula’s urban Indian population and to better meet the community’s needs. The project will explore cross-cultural, collaborative approaches to STEM and Native Science. In collaboration with Montana’s tribal communities, the museum’s education team and advisory groups will design and implement hands-on activities that engage visitors with Native Science. The project will engage tribal role models and partner with tribal elders to create a library of videos for tribal partners, K–12 schools, and organizations. The project will offer teachers professional development designed to fulfill the statewide mandate of Indian Education for All. The exhibit will connect Native and non-Native museum visitors, close opportunity and achievement gaps, and ensure that all Missoula children feel a sense of belonging in museums, higher education, and STEM.
DATE: -
TEAM MEMBERS: Jessie Herbert-Meny
resource project Media and Technology
The Michigan Science Center will purchase a portable planetarium that will bring planetarium shows to more than 2,000 children through its Traveling Science Program. The museum plans to take the programs to 10 schools and 8 libraries in Metro Detroit and 6 libraries in northern Michigan. They will deliver the portable planetarium shows in coordination with the museum’s long-standing “Scopes in the City” program, which allows people to use telescopes to see the night sky. The program also will expose students to Michigan’s growing aerospace industry and help increase their interest in earth and space science.
DATE: -
TEAM MEMBERS: Anna Sterner
resource evaluation Media and Technology
Artificial Intelligence (AI), the research and development of machines to mimic human thought and behavior, encompasses one of the most complex scientific and engineering challenges in history. AI now permeates essentially all sectors of the economy and society. Young people growing up in the era of big data, algorithms, and AI need to develop new awareness, content knowledge, and skills to understand humans’ relationships with these new technologies and become producers of AI artifacts themselves. YR Media and MIT’s Understanding AI project researched and developed innovative approaches to
DATE:
resource project Media and Technology
The New England Aquarium will create Conservation STEM — an online curriculum that features engaging videos and hands-on activities aligned with state and national standards that are easily accessible for teachers to use in the classroom. The project responds to a need that the aquarium’s Teacher Advisory Council — composed of Pre-K through 12 teachers from the greater Boston area — identified, which was to help students develop critical and systems thinking skills. It also will provide a means for teachers to engage students with authentic experiences to address real-world problems and build an understanding of the need for a balanced use of the ocean.
DATE: -
TEAM MEMBERS: Leigh Clayton
resource evaluation Media and Technology
With funding from the National Science Foundation, Secrets of the Universe (SOTU) is a multimedia project that has at its core a 40-minute 3D giant screen film directed by a collaboration of K2 Communications Inc., The Stephen Low Company, and University of California Davis Department of Physics. To support and extend the impact of the film for these audiences, the project features an educational website with a variety of resources, including online videos of science content and characters from the film. The independent evaluation team from Knight Williams Inc. conducted a summative
DATE:
TEAM MEMBERS: Valerie Knight-Williams Barbara Flagg Rachael Dobrowolski Dale McCreedy Divan Williams Jr.
resource research Media and Technology
Having a central scientific language remains crucial for advancing and globally sharing science. Nevertheless, maintaining one dominant language also creates barriers to accessing scientific careers and knowledge. From an interdisciplinary perspective, we describe how, when, and why to make scientific literature more readily available in multiple languages through the practice of translation. We broadly review the advantages and limitations of neural machine translation systems and propose that translation can serve as both a short- and a long-term solution for making science more resilient
DATE:
TEAM MEMBERS: Emma Steigerwald Valeria Ramírez-Castañeda Débora Y C Brandt András Báldi Julie Teresa Shapiro Lynne Bowker Rebecca D Tarvin
resource research Media and Technology
The COVID-19 pandemic tested many fundamental connections between science and society. A growing field working to strengthen those connections exists within the informal STEM learning (ISL) community which provides diverse learning and engagement environments outside the formal classroom. One of the largest funders of ISL initiatives is the National Science Foundation (NSF) which runs the Advanced Informal STEM Learning (AISL) program in the United States. The AISL program supports initiatives through six categories that include pilots and feasibility studies, research in service to practice
DATE:
TEAM MEMBERS: Heidi Houzenga Fanuel Muindi
resource project Media and Technology
This project engages pre-college Latinx, Black, and Indigenous learners, educators, and collaborating undergraduates in an international, project-based learning and media-making community in areas of science, technology, engineering, and mathematics (STEM). The project addresses key challenges including broadening participation in informal STEM learning, developing capacity for leading informal STEM programs, and building stronger connections between STEM learning and personal and social identity formation during adolescence. The project’s community of participants is an asset-based learning environment that treats each participant, their background, skills, and interests as uniquely beneficial to the whole. Led by mentors at each hub (teachers, leaders from science organizations, or other out-of-school learning environments), participants collaborate with peers from the US and from other countries. The collaborations encompass a broad spectrum of STEM projects. Participants also create digital media to communicate their projects. The project activities reflect a focus on STEM content, collaboration, and communication, in a global context that includes school-age learners from the US and peers from Central and South America, the Middle East, Asia, and Sub-Sahara. The combination of the sophisticated STEM competencies skills for collaborating across international and cultural boundaries, and media-savvy communication abilities are essential to the nation’s future STEM workforce and to building a scientifically vibrant citizenry.

The project addresses two primary research questions co-developed with teachers and other informal science providers. The first research question involves understanding and optimizing conditions for broadening participation through this type of distributed or virtual collaboration across boundaries of culture, race, gender, ability, nationality, and socioeconomic status. The project features a design experiment by which the overall community of participants comprises four separate hubs, each hosted by the different project partners (primarily teachers). Educators devise, test, and revise alternative designs for organizing STEM collaborations. Publication of these teacher-led designs and their evaluation are among the primary outputs of the project. The designs modify and improve a template developed under this project’s proof-of-concept precursor (NSF1612824). The second research question addresses how growth in STEM abilities, collaboration, and communication mutually reinforce adolescent personal and social identity formation. Participating students in the US will intentionally reflect heterogeneous backgrounds. The project analysis will focus on whether cultural and national cross-boundary collaboration can strengthen the development of learners' personal identity and academic performance. The project methodology relies heavily on quantitative ethnography and epistemic network analysis. This approach enables the creation of visual models that highlight the presence or absence of connections between constructs relevant to each research question, along with changes between and within groups. The constructs include variations of autonomy, competence, and connection (pillars of self-determination theory) in tracing identity formation and STEM abilities. The quantitative ethnography approach provides statistically reliable scaffolding and insights about the hub designs and their efficacy in promoting goals of broadening participation and fostering mutually reinforcing STEM competencies and identity formation. This type of virtual collaboration, crossing boundaries of culture, nationality, ethnicity, age, gender, economic strata, or ability, can realistically be expected to play a significant role in next-generation learning environments, especially through out-of-school activities. The project is expected to reach 120 U.S. and 80 non-U.S. students annually. Research findings, design principles and curricula will be widely disseminated to researchers, designers, program developers, informal science institutions and community organizations.
DATE: -
TEAM MEMBERS: Eric Hamilton Nastassia Jones Danielle Espino Seung Lee