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resource research Media and Technology
Digital Observation Technology Skills (DOTS) is a framework for integrating modern, mobile technology into outdoor, experiential science education. DOTS addresses longstanding tensions between modern technology and classical outdoor education by carefully selecting appropriate digital technology for educational purposes and by situating these tools in classical experiential pedagogy.
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TEAM MEMBERS: R. Justin Hougham Marc Nutter Caitlin Graham
resource project Media and Technology
Teen Conservation Leadership is a major integration and expansion of the Monterey Bay Aquarium's existing teen education programs (Student Oceanography Club, Young Women in Science and Student Guides). The project is growing and enhancing these programs through the following activities: - Service-Learning and Leadership Activities, including: Guest Service Track: professional development and training as interpreters Camp and Club Track: serving as a mentor for other participants Program Track: assisting in the delivery of programs - Conservation and Science Activities, including participating in and leading projects with local organizations, and participating in technologically facilitated outdoor learning experiences - Teen Network and Technology Activities, including onsite networking and information sharing through Web 2.0 technology The project will reach 930 teens. Each teen will provide 200 service-learning hours per year. The sequential nature of this project will encourage many teens to participate for multiple years.
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TEAM MEMBERS: Rita Bell
resource project Media and Technology
Co-led by the University of Washington and Science Gallery Dublin, this project aims to drive and transform the next generation of broadening participation efforts targeting teen-aged youth from communities historically underrepresented in STEM fields. This project investigates how out-of-school time (OST) programs that integrate epistemic practices of the arts, sciences, computer science, and other disciplines, in the context of consequential activities (such as creating radio segments, designing museum exhibitions, or building online games), can more broadly appeal to and engage youth who do not already identify as STEM learners. STEM-related skills and capacities (such as computational thinking, design, data visualizations, and digital storytelling) are key to productive and creative participation in many future civic and workplace activities, and are driving the 30 fastest-growing occupations in the US. But many new jobs will entail a hybrid blend of skills, such as programming and design skills that many students who have disengaged with academic STEM pathways may already have and would be eager to develop further. There is not currently a strong foundation of research-based evidence to guide the design, implementation, and evaluation transdisciplinary programs - in which STEM skills are embedded as tools for meaningful participation - or how such approaches relate to long-term outcomes. Hypothesizing that OST programs which effectively engage youth during their high-leverage teenage years can significantly impact youths' longer-term STEM learning trajectories, this project will involve: 1) Five 3-year studies documenting learning in different technology-rich contexts: Making Afterschool, Media Production, Museum Exhibition Design, Digital Arts Programs, and Pop-Up/Street Science Programs; 2) A 4-year longitudinal study, involving 100 youth from the above programs; 3) The creation of a number of practical measurement tools that can be used to monitor how programs are leveraging the intersections of the arts and sciences to support student engagement and learning; and 4) A Professional Development program conducted at informal science education conferences in the EU and US to engage the informal STEM field with emerging findings. 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 to better understand, strengthen, and coordinate STEM engagement and learning. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments.

Transdisciplinary, equity-oriented OST programs can provide supportive social contexts in which STEM concepts and practices are taken up as the means for meaningful participation in valued activities, building students' STEM skills in ways that can propel their future academic, career, and lifelong learning choices. This project will build the knowledge base about these emerging 21st century transdisciplinary approaches to broadening participation investigating: 1) The epistemic intersections across a range of disciplines (art, science, computation, design) that operate to broaden appeal and meaningful participation for underrepresented youth; 2) How transdisciplinary activities undertaken in the context of consequential learning (e.g., producing a radio segment, designing an exhibition for the general public) can illuminate the relevance of STEM to young people's lives, concerns, and futures; and 3) How participation in such programs can propel students' longer-term life choices and STEM learning trajectories. The project is a collaboration of the University of Washington, Science Gallery Dublin, Indiana University, Youth Radio in Oakland California, Guerilla Science in New York and London, and the London School of Economics.
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resource research Public Programs
This article from "The Atlantic" describes ways that teachers are integrating hands-on and experiential STEM learning into the classroom, which include collaboration with informal learning environments through creative field trips.
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TEAM MEMBERS: Alexandra Ossola
resource research Media and Technology
In 2007, 270 youth (10-15 years of age) participated in our study designed to assess kids' perceptions about using a remotely operated vehicle (ROV) to explore underwater habitats and how the ROV could facilitate engagement with the environment. The three programs we conducted were vessel-based and integrated an ROV component into existing environmental education programs. Two were conducted in the Chesapeake Bay near Northeast, Maryland, and one was conducted offshore near Fort Pierce, Florida. Using a mixed-methods approach, respondents indicated significantly more positive perceptions than
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TEAM MEMBERS: Laurlyn Harmon Mark Gleason
resource research Public Programs
Youth Day, held in Griffith Park in Los Angeles, California, was an exploratory study to determine whether technology attracts kids to outdoor activities. Four activities were offered -- two were dependent on technology and two were not. The two technology-dependent activities were a camera safari and geocaching for treasure. The activities not dependent on technology were paper etching or rubbings of natural surfaces and a nature scavenger hunt. Thirty-eight young people (ages 6 to 17) participated in the activities. The children voted on how much they liked each activity. The technology
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TEAM MEMBERS: Deborah Chavez
resource project Public Programs
The project will conduct a mapping study to describe the contexts, characteristics and practices of a national sample of science-focused Out-of-School Time (OST) programs. The study targets OST programs for middle- and high-school-aged youth, including after-school programs, camps, workshops, internships, and other models. While millions of dollars are invested in these programs, and tens of thousands of students participate , as a community, we have no truly comprehensive view of the wide variety of formats, audiences, and approaches that are represented by the many active programs. Where, when, and by whom are these science-rich programs conducted? What types of experiences do they offer to what kinds of students, with what goals? What organizational and experiential factors affect the outcomes for these youth? Ultimately, we wish to understand how these differences in program design are related to youth outcomes such as STEM learning, attitudes and interest, and their later career and educational choices. To answer these questions, we are gathering data through documents, interviews, and the online MOST-Science Questionnaire.
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TEAM MEMBERS: University of Colorado Boulder Sandra Laursen Robert Tai Xitao Fan
resource project Public Programs
This project develops an interdisciplinary and transformative in- and out of-school science education and technology program that engages high school aged youth and their teachers in 1) the production of food using hydroponics, and 2) the use of green energy technologies (solar, and wind) to power hydroponic systems. This distinctive program integrates food production, a novel model of parental outreach, a focus on green career development, and an authentic reason (growing their own produce for selling at a market) for learning how and why to use alternative energy technologies. The project creates an approach to sustainability in which students not only give back to their community, but are in a position to provide a continuous revenue stream to the school in order to operate their indoor urban garden indefinitely. The partnership with the Boston Youth Environmental Network provides youth opportunities for summer internships with green energy companies. The project builds upon a learning progressions model in which youth gradually learn about complex scientific systems and economic principles throughout their years in the program. Rather than a onetime experience, youth are engaged in a long-term experience building their knowledge and skills regarding science, economics, and college preparedness. This project has the potential to impact thousands of students informally and over 2000 students (in classrooms) directly with a minimum of 60 students receiving focused and in depth learning experiences during the summer and on weekends during the school year. With the passage of laws encouraging local schools to partner with local farms, the need for locally grown produce will increase; in that context, the program brings the farm to the school in a way that allows food to be grown year round. Thus, a model is developed that any school or informal learning center could adopt to grow their own food while simultaneously creating a living and learning laboratory for youth in their own program.
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TEAM MEMBERS: George Barnett Eric Strauss David Blustein Catherine Wong Elizabeth Bagnani