Skip to main content

Community Repository Search Results

resource project Informal/Formal Connections
Arecibo C3 will serve as a collaborative hub for STEM discovery and exploration by building upon existing programs and opportunities established at the Arecibo site by previous NSF programs, while also creating new STEM education, research, and outreach programs and initiatives. The goals for the Center are to (1) promote STEM education, learning, and teaching; (2) support fundamental and applied STEM and STEM education research; (3) broaden participation in STEM; and (4) build and strengthen collaborations and partnerships.
DATE: -
TEAM MEMBERS: Jose Agosto Rivera Joseph Carroll-Miranda Jaime Abreu Ramos Amilcar Velez Jason Williams Cristina Fernandez-Marco Wanda Diaz Merced Anuchka Ramos Patricia Ordonez
resource research Informal/Formal Connections
Informal STEM learning experiences (ISLEs), such as participating in science, computing, and engineering clubs and camps, have been associated with the development of youth’s science, technology, engineering, and mathematics interests and career aspirations. However, research on ISLEs predominantly focuses on institutional settings such as museums and science centers, which are often discursively inaccessible to youth who identify with minoritized demographic groups. Using latent class analysis, we identify five general profiles (i.e., classes) of childhood participation in ISLEs from data
DATE:
TEAM MEMBERS: Remy Dou Heidi Cian Zahra Hazari Philip Sadler Gerhard Sonnert
resource project Public Programs
The Clubhouse Network: A Global Community for Creativity and Achievement, a program of Boston's Museum of Science, will develop, pilot, and evaluate Light it Up! Engaging Young People in Digital Making Activities. Digital making activities combine design, computational thinking, and engineering practices that are all fundamental learning skills for the 21st century. Over the course of six months, the project team will develop a one-day, hands-on workshop that will give museum educators strategies to inspire a more diverse population of middle and high school-aged youth to consider educational and career pathways in STEM fields through engagement with local science centers. The workshop will be implemented twice with a group of 12 educators from regional museums. The museum will use tested evaluation tools to improve the quality and outcomes of the workshops. A successful prototype and evaluation will result in practices that can be adapted by other museums and cultural institutions to better reach young people with digital making activities.
DATE: -
TEAM MEMBERS: Gail Breslow
resource project Public Programs
Increasingly, the prosperity, innovation and security of individuals and communities depend on a big data literate society. Yet conspicuously absent from the big data revolution is the field of teaching and learning. The revolution in big data must match a complementary revolution in a new kind of literacy, through a significant infusion of STEM education with the kinds of skills that the revolution in 21st century data-driven science demands. This project represents a concerted effort to determine what it means to be a big data literate citizen, information worker, researcher, or policymaker; to identify the quality of learning resources and programs to improve big data literacy; and to chart a path forward that will bridge big data practice with big data learning, education and career readiness.

Through a process of inquiry research and capacity-building, New York Hall of Science will bring together experts from member institutions of the Northeast Big Data Innovation Hub to galvanize big data communities of practice around education, identify and articulate the nature and quality of extant big data education resources and draft a set of big data literacy principles. The results of this planning process will be a planning document for a Big Data Literacy Spoke that will form an initiative to develop frameworks, strategies and scope and sequence to advance lifelong big data literacy for grades P-20 and across learning settings; and devise, implement, and evaluate programs, curricula and interventions to improve big data literacy for all. The planning document will articulate the findings of the inquiry research and evaluation to provide a practical tool to inform and cultivate other initiatives in data literacy both within the Northeast Big Data Innovation Hub and beyond.
DATE: -
resource project Media and Technology
The Environmental Scientist-in-Residence Program will leverage NOAA s scientific assets and personnel by combining them with the creativity and educational knowledge of the pioneer hands-on science center. To do this, the program will embed NOAA scientists in a public education laboratory at the Exploratorium. Working closely with youth Explainers, exhibit developers, and Web and interactive media producers at the Exploratorium, NOAA scientists will share instruments, data, and their professional expertise with a variety of public audiences inside the museum and on the Web. At the same time the scientists will gain valuable skills in informal science communication and education. Through cutting-edge iPad displays, screen-based visualizations, data-enriched maps and sensor displays, and innovative interactions with visitors on the museum floor, this learning laboratory will enable NOAA scientists and Exploratorium staff to investigate new hands-on techniques for engaging the public in NOAA s environmental research and monitoring efforts.
DATE: -
TEAM MEMBERS: Mary Miller
resource research Public Programs
The Science Museum of Minnesota (SMM) leverages a professional educator team (“instructors”) comprised of about two dozen individuals who facilitate both formal and informal educational programming in the museum, in K–12 classrooms, and at community-based sites. The experienced instructors of SMM’s Lifelong Learning Group bring innovative programs to both students and their teachers. Recognizing that long-term experiences can have a profound impact on students and teachers, SMM works to develop multiyear relationships based on collaboration. This article focuses primarily on SMM’s well
DATE:
TEAM MEMBERS: Lauren Causey Shannon McManimon Emily Poster
resource research Public Programs
This document contains the appendices and literature review from the report "Art+Science: Broadening Youth Participation in STEM Learning." It includes assessment tools used during the project.
DATE:
resource research Public Programs
Art and science represent two powerful human ways of investigating and understanding the natural and social world. Both are creative processes involving acts of observation, interpretation, meaning-making, and the communication of new insights. While standards of evidence may vary between the two fields, there are also many common practices. Many artists, for example, employ a range of computational, digital and engineering practices. Many scientists are guided in part by aesthetic considerations in the formulation of questions, theories, and models. In this report we share the results of a
DATE:
resource evaluation Media and Technology
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.
DATE:
TEAM MEMBERS: Boris Volkov Jean King
resource research Public Programs
To better help museum visitors make sense of large data sets, also called “Big Data”, this study focused on the types of visual representations visitors recognize, and how they make meaning (or not) of various visuals. Individual adults and youths were shown five different data visualizations (one from each of five categories), one at a time, and asked if the visualization looked familiar and how it was read. This study found that Context and previous experience matters. Participants of all ages are familiar with a wide variety of visual displays of data. If a participant encounters a visual
DATE:
TEAM MEMBERS: Indiana University Mary Ann Wojton
resource evaluation Public Programs
To better help museum visitors make sense of large data sets, also called “big data”, this study focuses on what museum visitors felt individual layers of a visual (alone and in combination with other layers) were communicating to them as the visual was constructed or deconstructed layer by layer. A second, smaller study, collected data to better understand how adult visitors would construct large data visualizations. This study was concerned with how people make sense of “big data” in their daily lives and how they engage with reference systems. The primary study used four different “big data
DATE:
TEAM MEMBERS: Indiana University Mary Ann Wojton
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.
DATE: -
TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan