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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource research Public Programs
Two critical challenges in science education are how to engage students in the practices of science and how to develop and sustain interest. The goal of this study was to examine the extent to which high school youth, the majority of whom are members of racial and ethnic groups historically underrepresented in STEM, learn the skills and practices of science and in turn develop interest in conducting scientific research as part of their career pursuits. To accomplish this goal, we applied Hidi and Renninger’s well-tested theoretical framework for studying interest development in the context of
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resource evaluation Media and Technology
In 2011 the Bishop Museum and two collaborating organizations, University of Hawai’i at Manoa (UH) and the Pacific Voyaging Society (PVS), were awarded a multi-year grant from the Native Hawaiian Education Program (NHEP) to develop classroom and dockside curricula, an online resource center for educators, teacher workshops, a planetarium show, and a field-trip program for middle school students. The overall goal of these educational products and programs is to make STEM content accessible to Native Hawaiian students by presenting it through the lens of ancient Hawaiian navigational systems.
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resource research Public Programs
Bathgate, Schunn, and Correnti investigate students’ motivation toward science across three dimensions: the context or setting, the way in which students interact with science materials or ideas, and the activity topic. Findings point to the importance of understanding children’s perceptions of specific science topics, not just science in general.
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TEAM MEMBERS: Melissa Ballard
resource project Media and Technology
The L.C. Bates Museum will provide 1,700 rural fourth grade students and their families museum-based STEAM (Science, Technology, Engineering, Art, and Mathematics) educational programming including integrated naturalist, astronomy, and art activities that explore Maine's environment and its solar and lunar interactions. The project will include a series of eight classroom programs, family field trips, TV programs, family and classroom self-guided educational materials, and exhibitions of project activities including student work. By bringing programs to schools and offering family activities and field trips, the museum will be able to engage an underserved, mostly low-income population that would otherwise not be able to visit the museum. The museum's programming will address teachers' needs for museum objects and interactive explorations that enhance student learning and new Common Core science curriculum objectives, while offering students engaging learning experiences and the opportunity to develop 21st century leadership skills.
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TEAM MEMBERS: Deborah Staber
resource project Public Programs
The Museum of Science and Industry (MOSI), in collaboration with the Tampa Community Development Corporation (CDC), will create a youth STEAM (science, technology, engineering, arts, and mathematics) program designed by East Tampa neighborhood participants for the neighborhood. The STEAM program will be a first of its kind in the area and will bring a continuum of experiences in STEAM fields to underserved middle and high school students, as well as volunteer participants, who come from the East Tampa neighborhood. Initial programming topics for career exploration include astronomy/cosmology and space exploration, environmental sciences, engineering, robotics, crime scene forensics, and medical explorations. The project will expand the museum's ability to create a STEAM continuum, increase interest in STEAM careers, and to increase awareness of skills necessary to be successful in STEAM careers.
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TEAM MEMBERS: Janet White
resource research Public Programs
Over the last ten years, out-of-school-time (OST) science programs have multiplied to increase young people’s exposure to science. However, there are still not enough opportunities for long-term engagement, which is essential to move youth from having interest in science to having the skills, knowledge, and self-efficacy to pursue careers in science. This article describes findings from exploratory research conducted to document the experiences of a small group of young women of color who participated in a museum-based OST program during their middle and high school years.
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TEAM MEMBERS: Jennifer Adams Preeti Gupta Alix Cotumaccio
resource project Media and Technology
The NASA Science Research Mentoring Program (NASA SRMP) is an established mentoring program that presents the wonders of space exploration and planetary sciences to underserved high school students from New York City through cutting-edge, research-based courses and authentic research opportunities, using the rich resources of the American Museum of Natural History. NASA SRMP consists of a year of Earth and Planetary Science (EPS) and Astrophysics electives offered through the Museum’s After School Program, year-long mentorship placements with Museum research scientists, and summer programming through our education partners at City College of New York and the NASA Goddard Institute for Space Studies. The primary goals of the project are: 1) to motivate and prepare high school students, especially those underrepresented in science, technology, engineering and math (STEM) fields, to pursue STEM careers related to EPS and astrophysics; 2) to develop a model and strategies that can enrich the informal education field; and 3) to engage research scientists in education and outreach programs. The program features five in-depth elective courses, offered twice per year (for a total of 250 student slots per year). Students pursue these preparatory courses during the 10th or 11th grade, and a select number of those who successfully complete three of the courses are chosen the next year to conduct research with a Museum scientist. In addition to providing courses and mentoring placements, the program has produced curricula for the elective courses, an interactive student and instructor website for each course, and teacher and mentor training outlines.
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TEAM MEMBERS: Lisa Gugenheim
resource project Public Programs
Engineering Adventures (EA) is a free, hands-on, project-based engineering curriculum designed for out-of-school time (OST) programs serving children in grades 3 to 5. The EA curriculum was developed by Engineering is Elementary® (EiE), a project of the National Center for Technological Literacy® at the Museum of Science, Boston. Each Engineering Adventures (EA) curriculum unit features a hands-on "engineering design challenge" based on real-world events that gives children the opportunity to apply and reinforce the science and engineering practices put forth in the Next Generation Science Standards. Every EA unit focuses on a different field of engineering and features 10-12 hours of activities with flexible scheduling options. EA units area available as FREE DOWNLOADS on the project website.
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TEAM MEMBERS: Cynthia Berger
resource project Public Programs
Climate change science is becoming a more frequent and integral part of the middle school curriculum. This project, NASA Data in My Field Trip, proposes to leverage a regional network of Informal Science Institutions (ISIs) committed to climate change education, the Global Climate Change Consortium (GC3). This project will support climate change education in the formal curriculum by creating opportunities for inquiry-based exploration of NASA data and products in class and as part of already established field trip experiences to ISIs. The ISIs of the recently formed GC3 include a broad range of science-based institutions including Carnegie Museum of Natural History (CMNH), Carnegie Science Center (CSC), Phipps Conservatory and Botanical Gardens, National Aviary, and the Pittsburgh Zoo and PPG Aquarium. Partners, Pittsburgh Public Schools and Wilkinsburg School District have respectively 70 and 99% minority populations. NASA Data in My Field Trip will build innovative connections among NASA data and products, ISI resources and experiences, curriculum standards, and educators in formal and informal environments. It has three components: (1) joint professional development for formal and informal educators, (2) in-class pre-field trip data explorations, and (3) the integration of NASA resources into ISI field trip experiences. In the first phase of NASA Data in My Field Trip, CMNH and CSC will pilot NASA resources as central components of middle school climate change field trips as well as in pre-visit experiences. In the second phase, three other GC3 ISIs will tailor the pilot products to their climate change field trips. In both phases, formal and informal educators will participate in joint professional development. Alignment with the school districts' curriculum and formative evaluation is critical at all steps of this project and will guide and inform the implementation of the project through both phases. The success of the project will be measured in terms of (1) educators’ attitudes toward and ability to use NASA resources, (2) the effectiveness of in-class and field trip experiences for students, (3) the development of a community of practice among informal and formal educators, and (4) the adoption of NASA data and products into informal and formal programming outside of the project’s specified reach. Primary strengths of this project are that it brings NASA resources to underserved schools and includes ISIs that have a commitment to climate change education but have not previously connected with NASA or its resources. Techniques developed in this project will be tailored to a diversity of ISIs and can therefore serve as a replicable model for NASA products throughout the ISI field.
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TEAM MEMBERS: Kerry Handron Ellen McCallie John Radzilowicz Pittsburgh Public Schools Wilkinsburg School District Pittsburgh Zoo and PPG Aquarium National Aviary Phipps Conservatory and Botanical Gardens
resource evaluation Media and Technology
The following comprise the CONCLUSIONS of SRA's evaluation: POLAR-PALOOZA toured the United States at a time when the topic of climate change and global warming appeared relatively low on a list of Americans' concerns (Pew Research Center for the People and the Press, 2006), with the economy, war, and health care taking precedence. Nevertheless, POLAR-PALOOZA was a powerful format for engaging the public and teachers with science, while also being a rewarding and worthwhile experience for the traveling scientists. PPZA was an ambitious and complex undertaking designed to bring what is
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TEAM MEMBERS: Deborah Perry Eric Gyllenhaal Geoff Haines-Stiles Productions, Inc.
resource project Media and Technology
MIT Education Arcade, in partnership with the Smithsonian Institution, designed and developed Vanished, an eight-week environmental science game as a new genre called the curated game, a hybrid of museum-going, social networking, and online gaming. Middle school aged participants engaged in Earth systems science to study a range of environmental issues associated with mass extinction. Though the game was structured around a fictional scenario--communication with visitors from the future--it posited a future affected by current environmental issues and conditions, and encouraged participants to apply systems thinking as a means to understand how these current conditions led to environmental disruptions. As part of the game play participants studied, applied, and integrated knowledge and skills from multiple sources, including Earth science, ecology, astronomy, and archaeology, and forensic anthropology. An Advisory Board and contributing scientists were be involved. The project team is currently analyzing data collected from the game to test the hypothesis that the game play would allow youth, ages 11-14, to increase their understanding of the scientific process and increase their motivation to learn more science. This summative evaluation is being conducted by TERC Inc. A Curated Game Handbook will be produced to disseminate project results as a model for new applications of game-based learning. Open source software created as part of the game has been made available, and should enable future developers in informal science education to build directly upon these foundational efforts.
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TEAM MEMBERS: Eric Klopfer Conrad Labandeira Scot Osterweil Stephanie Norby