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resource research Summer and Extended Camps
Increased emphasis on K-12 engineering education, including the advent and incorporation of NGSS in many curricula, has spurred the need for increased engineering learning opportunities for younger students. This is particularly true for students from underrepresented minority populations or economically disadvantaged schools, who traditionally lag their peers in the pursuit of STEM majors or careers. To address this deficit, we have created the Hk Maker Lab, a summer program for New York City high school students that introduces them to biomedical engineering design. The students learn the
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TEAM MEMBERS: Aaron Matthew Kyle Michael Carapezza Christine Kovich
resource evaluation Public Programs
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
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TEAM MEMBERS: Cecilia Garibay
resource evaluation Public Programs
Designing Our World (DOW) was a four-year NSF-funded initiative in which the Oregon Museum of Science and Industry (OMSI) sought to promote girls’ pursuit of engineering careers through community-based programming, exhibition development, and identity research. The overarching aim of DOW was to engage girls ages 9–14 with experiences that illuminate the social, personally relevant, and altruistic nature of engineering. In addition to programming for girls, the project also included workshops for parents/caregivers, professional development for staff from community partners; and an exhibition
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TEAM MEMBERS: Cecilia Garibay
resource evaluation Summer and Extended Camps
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) developed, implemented, and evaluated the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through this grant, the NCBYS extended opportunities for informal science learning for the direct benefit of blind students by conducting six NFB STEM2U regional programs included programs for blind youth, their parents/caregivers, blind teen mentors (apprentices), and museum educators.
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resource project Public Programs
The Maker movement has grown considerably over the past decade, both in the USA and internationally. Several varieties of Making have been developed, but there are still many important questions to ask and research to conduct about how different programmatic structures may relate to the potential impact Maker programs can have on individuals and communities. WestEd, in collaboration with the Lucile Packard Children's Hospital, the University of Michigan C. S. Mott Hospital Children's Hospital, and the Children's Hospital of Orange County, is conducting a year-long exploratory research study that will focus on the out-of-school learning by adolescents and young adults in children's hospitals. This research study will focus on mobile and dedicated Makerspaces in hospitals to support patients' learning. The application of Makerspaces to hospital environments is a unique opportunity to research a critical need of chronically ill individuals, i.e. to explore how Making can enhance patients' agency, creative STEM learning, and physical well-being. The proposed study is building on the prior work of the principal investigator and will: (1) examine the nature and processes of learning in children's hospitals; (2) revise the current design of the mobile Makerspace and the associated implementation model in response to variations in programmatic contexts across multiple hospital settings and disparate patients' conditions; and (3) investigate and test the effectiveness of the Makerspace approach as it relates to both patients' learning and health outcomes. The study would contribute to longer-term efforts to develop a comprehensive, scalable, and sustainable strategy to determine the programmatic viability of the mobile Makerspace approach across a more varied array of hospital settings. This project has the potential to have a much broader impact by reaching out to other isolated students beyond the hospital environment, including those in residential treatment facilities for behavioral and emotional problems, as well as those attending programs designed to help youth who have been in trouble with the law get back on track. 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 experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.

This project's goals are to contribute to the understanding of how to: (1) describe and measure the education and health impact of mobile Makerspaces on chronically ill patients, and (2) design and sustain implementation models in various hospital settings. Since a children's hospital is a challenging context to support a patient's learning, it is not typically conducive to learning. Patients are constantly interrupted by the demands of the illness, by the strict protocols that need to be adhered to, and by the medical staff who manage their exhaustive treatment regimens. The mobile Makerspace is intended to adjust the environment in deliberate ways, allowing researchers to study and observe what kinds of learning intervention models enable youth and young adults to recapture a sense of their own agency and enable them to see themselves as creators, and makers of things that improve their own and others' lives. The project will have two strands: one on learning and one on adaptation of the model. In the learning strand, the study will investigate how engaging with the Makerspace can enhance patients' learning by provoking their sense of curiosity, encouraging them to set up and pursue personal goals via invention, and inspiring them to feel more agentive in taking charge of their learning process i.e., development of affinity for and fluency in the ways of knowing, doing and being (the epistemologies and ontologies) of engineers or scientists. In the adaptation strand, they will identify challenges and opportunities for implementing Makerspaces and develop an implementation plan that provides a process for introducing Makerspaces into hospital settings.
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TEAM MEMBERS: Gokul Krishnan Steven Schneider
resource evaluation Afterschool Programs
The Society for Science and the Public’s Advocate Grant Program provides selected Advocates with funding, resources, and information. Advocates include classroom teachers, school and district administrators, university professors, and informal science educators in community-based programs. The role of the Advocate is to support three or more underserved middle or high school students in the process of advancing from conducting a scientific research or engineering design project to entering a scientific competition. Advocates receive a stipend of $3,000; opportunities to meet and interact with
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resource project Media and Technology
The project will advance efforts by the American Association for the Advancement of Science and the Institute for Learning Innovation to bring together young adults from communities historically underrepresented in science, technology, engineering, and mathematics (STEM) to collaboratively conduct scientifically driven challenges embedded in a mobile learning tool based upon the AAAS Active Explorer platform. The project will be conducted at the Washington National Mall, San Francisco National Golden Gate Park, and the Boston Harbor Islands National Recreation Area, and will study how a mobile technology used in these settings can facilitate learner engagement in science content; how it can affect young adults' engagement in science-learning processes; and whether interest in learning science and technology has been furthered. The 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, including pathways for broadening access to STEM learning experiences and advancing research STEM learning. Research questions will investigate science learning inequalities by addressing how place-based augmented reality games can connect young adults to scientific practices, including observing science phenomena, analyzing data, and communicating findings; how young adults develop science skills related to their science self-efficacy through participation in augmented reality science exploration; and how mobile technologies and gaming can serve as mediators that enable young adults to improve their science identity. In addition to engaging young adults in science activities at the National Parks and increasing their science skills, the project will provide valuable information to National Park staff and scientists to assist them in designing effective tools, resources and experiences to better engage young adults. Research teams will collect data in the form of digital ethnography, focus groups, activity reports, artifacts, and surveys. The project will document learning and engagement through mobile technology in three urban national parks that will involve 60 young adults at each location, and will create innovative measurement tools to monitor how informal settings can leverage the intersections of the arts and sciences to support student engagement and learning.
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resource project Public Programs
Public Participation in Scientific Research (PPSR), often referred to as crowdsourcing or citizen science, engages participants in authentic research, which both advances science discovery as well as increases the potential for participants' understanding and use of science in their lives and careers. This four year research project examines youth participation in PPSR projects that are facilitated by Natural History Museums (NHMs). NHMs, like PPSR, have a dual focus on scientific research and science, technology, engineering, and mathematics (STEM) education. The NHMs in this project have established in-person and online PPSR programs and have close ties with local urban community-based organizations. Together, these traits make NHMs appropriate informal learning settings to study how young people participate in PPSR and what they learn. This study focuses on three types of PPSR experiences: short-term outdoor events like bioblitzes, long-term outdoor environmental monitoring projects, and online PPSR projects such as crowdsourcing the ID of field observations. The findings of this study will be shared through PPSR networks as well as throughout the field in informal STEM learning in order to strength youth programming in STEM, such that youth are empowered to engage in STEM research and activities in their communities. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.

The study employs observations, surveys, interviews, and learning analytics to explore three overarching questions about youth learning: 1) What is the nature of the learning environments and what activities do youth engage in when participating in NHM-led PPSR? 2) To what extent do youth develop three science learning outcomes, through participation in NHM-led citizen science programs? The three are: a) An understanding of the science content, b) identification of roles for themselves in the practice of science, and c) a sense of agency for taking actions using science? 3) What program features and settings in NHM-led PPSR foster these three science learning outcomes among youth? Based on studies occurring at multiple NHMs in the US and the UK, the broader impact of this study includes providing research-based recommendations for NHM practitioners that will help make PPSR projects and learning science more accessible and productive for youth. This project is collaboration between education researchers at University of California, Davis and Open University (UK), and Oxford University (UK) and citizen science practitioners, educators, and environmental scientists at three NHMs in the US and UK: NHM London, California Academy of Sciences, and NHM Los Angeles.
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TEAM MEMBERS: Heidi Ballard Lila Higgins Alison Young
resource project Media and Technology
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. In this exploratory Change Makers project, the Concord Consortium will develop, test, and evaluate a citizen science program that leverages innovative technology, such that youth engage directly with energy issues through scientific inquiry. The project will create the Infrared Street View, a citizen science program that aims to produce a thermal version of Google's Street View using an affordable infrared camera attached to a smartphone. The infrared camera serves as a high-throughput data acquisition instrument that collects thousands of temperature data points each time a picture is taken. Youth will collect massive geotagged thermal data that have considerable scientific and educational value for visualizing energy usage and improving energy efficiency at all levels. The Infrared Street View program will provide a Web-based platform for youth and anyone interested in energy efficiency to view and analyze the aggregated data to identify possible energy losses. By sharing their scientific findings with stakeholders, youth will make changes to the way energy is being used. The project will start with school, public, and commercial buildings in selected areas where performing thermal scan of the buildings and publishing their thermal images for educational and research purposes are permitted by school leaders, town officials, and property owners. In collaboration with high schools and out-of-school programs in Massachusetts, this project will conduct pilot-tests with approximately 200 students.

To contribute to advancing learning, the study will probe three research questions: 1) Under what circumstances can technology bridge out-of-school and classroom science learning and improve learning on both sides? 2) To what extent can unobtrusive assessment based on data mining support research and evaluation of student learning in out-of-school settings? and 3) To what extent can instructional intelligence built into the app used in the program help students learn in out-of-school programs and improve the quality of data they contribute to the citizen science project? Data sources for investigating these questions include students' interaction data with the app logged behind the scenes and the images they have taken, as well as results based on traditional assessments from a small number of participants. Throughout the project, staff will widely disseminate project products and findings through the Internet, science fairs, conferences, publications, and partner networks. An eight-member Advisory Board consisting of cleantech experts, science educators, and educational researchers will oversee and evaluate this project.
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TEAM MEMBERS: Charles Xie Alan Palm
resource evaluation Informal/Formal Connections
This is the final report from the external evaluator of the project that created MedLab, an interactive learning experiences for Chicago area middle and high school students. This external evaluator's final report summarizes the outcomes and impacts of the five-year (2012-2017) funding compared to project objectives. The aim of the project was to use in person and online curricula, including a humanoid patient simulator (iStan®), to build interest in and knowledge of health sciences and health careers, with a particular focus on local community health concerns. An additional goal was to
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TEAM MEMBERS: Christina Shane-Simpson John Fraser Susan Hannah Kin Kong Patricia Ward Rabiah Mayas
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.
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resource research Public Programs
Citizen science offers youth and educators unique opportunities to observe and explore the world through authentic research experiences that are necessary for robust STEM (science, technology, engineering, and math) learning. STEM learning is key to fostering informed and engaged youth who are ready to tackle the challenges of our future. Our increasingly complex world depends on helping youth cultivate skills needed to think critically and creatively about 21st Century challenges— skills such as observation, communication, and data literacy. STEM gives all students the building blocks for
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TEAM MEMBERS: Cornell Lab of Ornithology 4-H