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resource project Media and Technology
The Harvard Museums of Science and Culture will improve the ability of middle school teachers to use museum-based digital resources to support classroom instruction aligned with state and national science standards. Working with advisory teachers from five collaborating school districts, the museum will co-create classroom activities, based on digital resources from its collections, along with associated teacher professional development programs at three sites across urban and rural Massachusetts. The project will provide schools with access to classroom-ready resources that successfully support student learning. Teachers will learn how to use these materials, integrate them into their teaching, and enhance their skills to teach science content and practice. External evaluators will assess the project's effectiveness by measuring teacher implementation of the digital resources in the classroom, requests for information and assistance, and changes in teachers' confidence and comfort levels.
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TEAM MEMBERS: Wendy Derjue-Holzer
resource research Professional Development, Conferences, and Networks
Developing a growth mindset has been identified as a key strategy for increasing youth achievement, motivation, and resiliency (Rattan et al. 2015). At its core, growth mindset describes the idea that one’s abilities can change through using new learning strategies and receiving appropriate mentoring (Dweck 2008). In contrast, a fixed mindset relates to the idea that ability is inherent and cannot be changed. We have taken up the concept of growth mindset and developed it specifically for the context of STEAM (science, technology, engineering, art, and math), a growing area of focus in both in
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TEAM MEMBERS: Laura Conner Blakely Tsurusaki Carrie Tzou Perrin Teal Sullivan Mareca Guthrie Stephen Pompea
resource evaluation Professional Development, Conferences, and Networks
Fostering STEAM provided exceptional professional development that was highly rated by participants and contributed to expected participant learning outcomes. The in-person Fostering STEAM workshop reflected professional development best practices. Likewise, the online Fostering STEAM course reflected indicators of effective online continuing education and professional development. The Fostering STEAM professional development contributed to significant self-reported growth in principles or beliefs related to the Fostering STEAM instructional approach, as well as preparedness to develop and
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TEAM MEMBERS: Angela Larson
resource research Professional Development, Conferences, and Networks
As STEAM has gained traction in informal education settings, it is important to support educators in learning about and developing STEAM learning experiences. We investigated what STEAM means to informal educators and how it relates to their everyday lives and identities by examining a STEAM objects activity. We found three themes in how the participants talked about the significance of the STEAM objects they shared: connection to land, historicity, and agency of materials. The STEAM objects served as boundary objects that connected communities of practice, showing the integrative nature of
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TEAM MEMBERS: Blakely Tsurusaki Laura Conner Carrie Tzou
resource research Professional Development, Conferences, and Networks
Iteration is a central practice in art and science; however, it has yet to be deeply explored in STEAM learning environments. This study adopts a sociomaterial orientation (Fenwick and Edwards, 2013) to characterize the nature of iteration in one STEAM activity, an Optics Design Challenge, with informal educators. We found that iteration emerged as “microcycles” of interactions, specifically as adjustments, additions, and negotiations in both material artifacts and the narrative.
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TEAM MEMBERS: Priya Pugh Blakely Tsurusaki Carrie Tzou Laura Conner Perrin Teal Sullivan
resource research Professional Development, Conferences, and Networks
This NAEA presentation was an active workshop, guiding participants to create a stop motion animation in the context of our STEAM practices framework.
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TEAM MEMBERS: Laura Conner Perrin Teal Sullivan Blakely Tsurusaki Carrie Tzou Mareca Guthrie
resource research Professional Development, Conferences, and Networks
Materials play an important role in learning. Humans actors use materials in particular ways depending on the context and materials also can shape how human actors use materials. This study explores the dialogical relationship between the participants and materials in suminagashi, a Japanese paper marbling activity. We found that materials that are traditionally thought of as art materials, such as paintbrushes, are used to support practices often considered science practices, such as experimentation.
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TEAM MEMBERS: Blakely Tsurusaki Laura Conner Carrie Tzou
resource research Professional Development, Conferences, and Networks
The integration of Art with Science, Technology, Engineering, and Mathematics (STEAM) has been growing in popularity, however, there are a variety of conceptualizations of what it looks like. This study explores images of STEAM by examining activities created by informal educators. We found that STEAM activities were conceptualized as using one discipline in the service of another, intertwined, or parallel. This provides concrete images of what STEAM can look like in educational settings.
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TEAM MEMBERS: Blakely Tsurusaki Laura Conner Carrie Tzou Perrin Teal Sullivan Mareca Guthrie Priya Pugh
resource project Public Programs
Marbles Kids Museum will develop tools and strategies to train its staff, volunteers, and interns to engage infants, toddlers, and preschool children in activities and conversations that lay the foundation for critical early math skills. The staff capacity-building project will deepen the museum staff's understanding of early math skills, how to foster those skills, and why investment in early math is critical to long term success in school. With a content coach, the museum will research and develop early math resources, activities, and exhibit enhancements that engage children and their families. Additionally, the museum will seek to understand community needs related to early math learning, and create content for professional development video modules. The museum will modify the professional development modules to create caregiver workshops focused on fostering early math learning through everyday activities and play at home. Museum staff will share tools and lessons learned through a regional museum convening and at national conferences.
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TEAM MEMBERS: Hardin Engelhardt
resource project Public Programs
In partnership with early childhood service providers and elementary school systems, the Children's Museum of the Lowcountry will expand the reach of its programming to share its hands-on, play-based approach to STEM education with targeted children and educators. The museum will create a Power of Play curriculum with lesson plans that reflect best practices and focus on play-based activities to teach STEM concepts tied to grade level and state standards. The museum will train and support 40 teachers and educators from ten Head Start/First Steps early childhood centers and ten Title I elementary schools, and provide them with free Pop Up Tinker Shop (a museum on wheels) outreach visits. The trainings will build teacher confidence, promote best practices for play-based learning, support a community of practice, and enhance young learners' engagement, fascination, and attitude towards STEM. The Power of Play Curriculum will be published as a bound resource and shared with other children's museums and service providers.
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TEAM MEMBERS: Starr Jordan
resource research Professional Development, Conferences, and Networks
One of the many ways that scientific societies and associations aim to support and encourage public and civic engagement among their membership is by conferring awards to those who excel in these areas. This report describes research designed to better understand this class of awards (referred to throughout this report as “engagement awards,” though the awards themselves are often described as recognizing a variety of activities, including science communication, advocacy, engagement, outreach, public service, and community- or publicly-engaged research). Specifically, we explore the kinds of
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TEAM MEMBERS: Emily Howell Rose Hendricks Niveen AbiGhannam Timothy Eatman Anthony Dudo
resource project Public Programs
The Massachusetts Audubon Society will develop, pilot, and implement an evaluation framework for nature-based STEM programming that serves K-12 students visiting its network of nature centers and museums. Working with an external consultant, the society will develop the framework comprised of a logic model and theory of change for fieldtrips, and develop a toolkit of evaluation data collection methodology suitable to various child development stages. The project team will design and conduct three professional development training seminars to help Massachusetts Audubon school educators develop a working understanding of the new evaluation framework for school programs and gain the skills necessary to support protocol implementation. This project will result in the development and adoption of a universal protocol to guide the collection, management, and reporting of education program evaluation data across the 19 nature centers and museums in the Massachusetts Audubon system.
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TEAM MEMBERS: Kris Scopinich