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resource evaluation Exhibitions
We examined an approach to reaching audiences who may not ordinarily engage with science. Termed Guerilla Science, this approach blends elements of access, by removing barriers to participation by embedding science into unexpected places, with those of inclusion, by designing activities that speak to the learning identities of participants.
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resource research Public Programs
This poster was presented at the 2021 NSF AISL Awardee Meeting. Programming includes Neighborhood Walks led by teams of scientists/engineers and artists Community Workshops, Local Artist Projects, and Youth Mentorship focused on neighborhood and citywide water issues Intergenerational participation, from seniors and adult learners to young adults, teens, and middle schoolers
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resource research Public Programs
This article describes an example of science engagement striving for social justice by invigorating neglected spaces. The pop-up science centre “Knowledge◦Room“ in Vienna encourages learning, participation and engagement and provides accessibility to different groups regardless of their background. Based on a case-study of a bottom-up event at the Knowledge◦Room, we show how science communication can create a trust-based connection with disadvantaged groups in society and inspire their curiosity in science. We argue that science communication can be used as a tool for advancing social justice
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TEAM MEMBERS: Hessam Habibi Doro Barbara Streicher
resource research Public Programs
In this article I critically examine the historical context of science education in a natural history museum and its relevance to using museum resources to teach science today. I begin with a discussion of the historical display of race and its relevance to my practice of using the Museum’s resources to teach science. I continue with a critical review of the history of the education department in a natural history museum to demonstrate the historical constitution of current practices of the education department. Using sociocultural constructs around identity formation and transformation, I
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TEAM MEMBERS: Jennifer Adams
resource research Media and Technology
Informal STEM education institutions seek to engage broader cross sections of their communities to address inequities in STEM participation and remain relevant in a multicultural society. In this chapter, we advance the role that evaluation can play in helping the field adopt more inclusive practices and achieve greater equity than at present through evaluation that addresses sociopolitical contexts and reflects the perspectives and values of non-dominant communities. To do this for specific projects, we argue that evaluation should privilege the voices and lived experiences of non-dominant
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resource project Exhibitions
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. Informal STEM educational activities have proliferated widely in the US over the last 20 years. Additional research will further validate the long-term benefits of this mode of learning. Thus, elaborating the multitude of variables in informal learning and how those variables can be used for individual learning is yet to be defined for the circumstances of the learners. Thus, the primary objective of this work is to produce robust and detailed evidence to help shape both practice and policy for informal STEM learning in a broad array of common circumstances such as rural, urban, varying economic situations, and unique characteristics and cultures of citizen groups. Rather than pursuing a universal model of informal learning, the principal investigator will develop a series of comprehensive models that will support learning in informal environments for various demographic groups. The research will undertake a longitudinal mixed-methods approach of Out of School Time/informal STEM experiences over a five-year time span of data collection for youth ages 9-19 in urban, suburban, town, and rural communities. The evidence base will include data on youth experiences of informal STEM, factors that exert an influence on participation in informal STEM, the impact of participation on choices about educational pathways and careers, and preferences for particular types of learning activities. The quantitative data will include youth surveys, program details (e.g. duration of program, length of each program session, youth/facilitator ratio, etc.), and demographics. The qualitative data will include on-site informal interviews with youth and facilitators, and program documentation. 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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resource research Public Programs
The art/science nexus has historically been approached through a challenge of aesthetics versus mathematics, and processes of knowledge production. Notably absent in this debate are the social sciences that explore human experience and perception. In particular, what has not been addressed clearly in the literature is how reasoning about the human experience can be provoked when people encounter content that does not assert itself as neatly defined in either an art or science discourse. By reflecting on one case study of a public art/science installation, we explore new fields of knowledge
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TEAM MEMBERS: John Fraser Fiona MacDonald Nezam Ardalan
resource evaluation Public Programs
This set of appendices represent all research instruments related to study presented in the I/CaLL Art Experiences and Advancing Science Literacy report (NewKnowledge Publication #NSF.097.115.07). Appendix A: Installation Site Intercept Interview Instrument Appendix B: Artists-Scientists Walk & Talks Instrument Appendix C: Post-Performance Event Survey Instrument Note that researchers did not use an instrument for the fourth aspect of the study, the post-performance event reflection sessions. Instead, they allowed the discussions to be directed by the reflection participants.
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TEAM MEMBERS: John Fraser Rebecca Joy Norlander Sophie Swanson Nezam Ardalan Kate Flinner Joanna Laursen Brucker Nicole LaMarca
resource research Public Programs
The Indianapolis / City as Living Laboratory (I/CaLL) project was a civic collaboration that used the city of Indianapolis as an informal science learning (ISL) environment. The 21 Urban Water Science Concepts Resource Handbook is designed for all people who are interested in exploring science topics related to urban waterways, particularly in Indianapolis. Specifically, educators, artists, and community members in Indianapolis may find this publication useful. With a small amount of extra research for examples in their area of interest, urban environmental educators across the country will
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TEAM MEMBERS: John Fraser James Danoff-Burg
resource project Media and Technology
Lineage is a comprehensive educational media and outreach initiative that will engage individuals and families in learning about deep time and evolution, helping audiences come to newfound understandings of the connections between the past, present, and future of life on Earth. The project is a partnership between Twin Cities PBS (TPT) and the Smithsonian Institution's National Museum of Natural History and is linked to the opening of that museum's new Deep Time Fossil Hall in June 2019. The project includes a two-hour film for national broadcast on PBS, and a 20-minute short version for exhibition in science centers. The documentaries will show how scientists, using paleontology, genetics, earth science and other disciplines, can reconstruct in detail the origins of living animals like birds and elephants, revealing their ancient past as well as evidence of ecological change that can inform our understanding of Earth today. Extensive educational outreach will include the creation of "Bone Hunter," an innovative VR (Virtual Reality) game designed for family co-play that engages multiple players in the process of paleontology as they piece together a fossil in a digital lab. Bone Hunter and other collaborative educational activities will be deployed at Family Fossil Festivals that will attract multi-generational learners. One such Festival will take place at the Smithsonian Institution in Washington, D.C., while others will be based at geographically diverse institutions that serve underserved rural as well as urban communities. Lineage is a collaboration between national media producers, noted learning institutions and researchers, including Twin Cities Public Television, the Smithsonian Institution / National Museum of Natural History, Schell Games, the Institute for Learning Innovation (ILI), and Rockman et al. One of the project's primary innovations is its exploration of new learning designs for families that use cutting-edge technologies (e.g. the Bone Hunter virtual reality game) and collaborative multi-generational learning experiences that advance science knowledge and inquiry-based learning. An external research study conducted by ILI will investigate how intergenerational co-play with physical artifacts compared to virtual artifacts influences STEM (Science Technology Engineering Mathematics) learning and engagement. The findings will lead to critical strategic impacts for the field, building knowledge about ongoing innovation in the free choice learning space. The project's external evaluation will be conducted by Rockman et al and evaluative findings, as well as the educational materials derived from the project, will be widely disseminated through partnerships with professional and educator groups. Clips from the Lineage film and related learning resources will be hosted on PBS LearningMedia, so educators can incorporate these resources into their classrooms, and students and lifelong learners can explore and discover on their own. The project outcomes will have broad impact on public audiences, deepening and advancing knowledge and understanding about important scientific concepts, and promoting continued, family-based collaborative learning experiences to expand and deepen STEM knowledge. 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.
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TEAM MEMBERS: Michael Rosenfeld Sarah Goforth Amy Bolton
resource research Public Programs
How do afterschool programs view their local public libraries? Are they working with them, and in what ways? These are the questions that the Afterschool Alliance, along with its partners at the Space Science Institute’s National Center for Interactive Learning (NCIL) and the American Library Association, wanted to answer. Overall, our goal is to build bridges between the afterschool and library fields, so that both can share knowledge and resources to better serve our youth. While our work together has primarily focused on science, technology, engineering, and math (STEM) education through
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TEAM MEMBERS: Afterschool Alliance Paul Dusenbery Robert Jakubowski Anne Holland Laine Castle Keliann LaConte
resource research Public Programs
The importance of increasing and widening participation in post-compulsory science and informal science learning (ISL) spaces is widely recognized—particularly for working-class and minority ethnic communities. While there is a growing understanding of the intersection of femininity with class, ethnicity, and science learning across formal and informal settings, there has been little work on how masculinity may shape urban boys’ science (non)participation and (dis)engagement. This article analyzes performances of masculinity enacted by 36 urban, working-class boys (from diverse ethnic
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TEAM MEMBERS: Louise Archer emily dawson Amy Seakins Jennifer DeWitt Spela Godec christopher whitby