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resource project Public Programs
The National Girls Collaborative Project (NGCP) seeks to maximize access to shared resources within projects and with public and private sector organizations and institutions interested in expanding girls’ participation in science, technology, engineering, and mathematics (STEM). Funded primarily by the National Science Foundation, the NGCP is a robust national network of more than 3,000 girl-serving STEM organizations. Currently, 31 Collaboratives, serving 40 states, facilitate collaboration between more than 12,800 organizations who serve more than 7.7 million girls and 4.4 million boys. The NGCP occupies a unique role in the STEM community because it facilitates collaboration with all stakeholders who benefit from increasing diversity and engagement of women in STEM. These stakeholders form Regional Collaboratives, who are connected to local girl-serving STEM programs. Regional Collaboratives are led by leadership teams and advisory boards with representatives from K-12 education, higher education, community-based organizations, professional organizations, and industry. NGCP strengthens the capacity of girl-serving STEM projects by facilitating collaboration among programs and organizations and by sharing promising practice research, program models, and products through webinars, collaboration training, and institutes. This is accomplished through a tested comprehensive program of change that uses collaboration to expand and strengthen STEM-related opportunities for girls and women. In each replication state, the NGCP model creates a network of professionals, researchers, and practitioners, facilitating collaboration within this network, and delivering high-quality research-based professional development. Participating programs can also receive mini-grant funding to develop collaborative STEM-focused projects. To date, over 27,000 participants have been served in 241 mini-grant projects, and over 17,000 practitioners have been served through in-person events and webinars. The NGCP’s collaborative model changes the way practitioners and educators work to advance girls’ participation in STEM. It facilitates the development of practitioners in their knowledge of good gender equitable educational practices, awareness of the role of K-12 education in STEM workforce development, and mutual support of peers locally and across the United States.
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resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
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TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource research
In this paper the author proposes a theory of development that integrates society, institutional practice and the child's activity. The goal is to inform efforts to create more developmentally supportive settings and opportunities for children. The proposed theory focuses on the everyday practices of children that take place in specific institutional settings (e.g., schools, afterschools, families) reflecting dominant cultural-societal views and arrangements. The paper provides a theoretical lens that could be of interest to educators who are seeking to understand how the particular
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TEAM MEMBERS: Bronwyn Bevan
resource research
This study explores the role of out-of-school time (OST) programming, which if completed over a long period of time, may influence Latina/o adolescents’ trajectory towards college. The author explores the academic achievement of Latina/o students from varied learning backgrounds to better understand the relationship of academic progress with students’ culture, identity, and experience.
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TEAM MEMBERS: Alex Fine
resource research
If student interest in science is a predictor of careers in science, how can we characterize student interest across ages? Analyzing 6,000 questions from students gathered from informal science settings such as questions submitted to TV shows or Ask-a-Scientist websites, this study classifies student interest in science into six clusters. Younger students (K-9) showed interest in zoology, technology, and astrophysics while older students (10–12) showed interest in physics, chemistry, and biology. This shift of interest to science topics covered in school is relevant to informal science
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TEAM MEMBERS: Katie Van Horne
resource research
Observation is a key skill in science. It is also an important initial skill in early learning. In this paper, Johnston examines the skill of observation in 56 children (4–11 years), asks how it influences other skills in science, and considers how it may be supported. The paper draws attention to that fact that in recent years primary science education has been about the acquisition of conceptual knowledge rather than key skills, and that this balance may not be justified. Of further interest to ISE practitioners is Johnston’s comments that contexts where children can observe natural
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TEAM MEMBERS: Heather King
resource research
This paper summarizes key design elements for programs for middle-school-aged children, addressing issues of relationships, relevance, reinforcement, real-life projects, and rigor. The authors argue that these five components take into account the intellectual and emotional developmental needs of this age range.
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TEAM MEMBERS: Fan Kong
resource project Exhibitions
This project will engage underserved Native and non-native youth and adults in environmental science content and awareness through innovative exhibitions and hands-on activities. Traditional ecological knowledge (TEK) and western science will be communicated and promoted within culturally relevant contexts as valuable, complementary ways of knowing, understanding, and caring for the world. The Oregon Museum of Science and Industry (OMSI), the lead institution, and its partner organizations, The Indigenous Education Institute (IEI), The National Museum of the American Indian (NMAI), the Tramastklikt Cultural Institute, the Confederated Tribes of the Umatilla Indian Reservation, the Hibub Cultural Center and Natural History Preserve (Tulalip Tribes) will work collaboratively to develop and deliver all aspects of the project. An estimated 1.5 million Native American and non-Native American youth and adults are expected to be engaged in the project\'s exhibits, website, and activity kits over the five year duration of the project. Native American and non-Native American youth (ages 11-14) and their families from the Portland area and visitors to national science centers, tribal museums, and members of Native American organizations and service providers will be targeted for participation in Generations of Knowledge activities. In addition, the Professional Collaborative component will bring professionals from the partnering organizations to share resources, professional opportunities, and document their collaborative process. OMSI, project partners, Native scientists, tribal museum partner, exhibit developers, advisors, and members of various Native American communities will work collaboratively to develop four integrated deliverables. Each deliverable will be interconnected and designed to accommodate a variety of venues and audiences. Project deliverables include: (a) a 2,000 sq ft traveling exhibition, (b) a small traveling graphic panel exhibition, (c) an online virtual exhibition, (d) an activity kit for Native youth in informal and formal settings, and (e) opportunities and resources for reciprocal collaboration between ISE and Native American partners through a professional collaborative initiative. IEI and advisors from RMC Research and Native Pathways will conduct the external evaluation using a mixed method, community-based participatory research (CBPR) approach. Formative and summative evaluative data will be used to monitor, assess, and inform the project and the extent to which project goals have been met and the intended impacts achieved. The anticipated project outcomes include (but not limited to): (a) an awareness and understanding of the interconnectedness of TEK and western science, (b) a recognition of the relevancy and value of TEK and western science for understanding and caring for the natural world, (c) intergenerational learning and discussions about related TEK and western science issues, and (d) an increased capacity, supported by evidence, among the project team and partners to facilitate reciprocal collaborative efforts. This project builds on a long history of successful NSF/DRL supported work led by OMSI and IEI. It also extends existing traditional ecological knowledge focused work through a culturally contextualized hands-on traveling and virtual exhibitions, a rigorous professional development component, highly visible national partners (e.g., NMAI), and a national reach to over one million Native American and non-Native American youth and adults over a five year period. The project\'s research and evaluation findings will add to the knowledge base on strategies that can be employed to communicate and promote TEK and western science as complementary, valuable was of understanding and caring for the natural world.
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TEAM MEMBERS: Victoria Coats Lori Erickson Nancy Maryboy David Begay Jill Stein
resource project Media and Technology
This project will create and study Kids' Survey Network as an exemplar of a new, replicable model of informal learning called an apprenticeship network. The project will develop the data literacy of future learners, workers, and citizens by empowering participants aged 11-14 to develop survey projects to address their own questions about local community issues. Research on the project will illuminate core questions relating to the design and potential impact of the apprenticeship network, including social and motivational dynamics, community and technology-based scaffolding, educational game genres, and conditions of effective use. The project deliverables include four components: (1) a web-based community of practice; (2) a common set of tools; (3) a suite of learning games and tutorials; and (4) structures for tiered, team-based advancement. Tertl Studios LLC and MIT's Education Arcade will develop the learning games, SRI International will conduct the evaluation, leading regional and national informal education organizations will provide test bed sites, and professional survey research organizations will provide technical and volunteer assistance.
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TEAM MEMBERS: Elizabeth Rowe Diana Nunnaley Christopher Hancock
resource project Public Programs
Adolescents face many conflicting messages and influences related to high-risk behavior. Choices confronting middle school students often have the potential for adverse effects on their overall health and well being. Montshire Museum proposes to develop an educational outreach program to allow students an opportunity to learn about key health issues in a context that is based on high-quality research and offers hands-on inquiry and self-directed investigations. The proposed educational outreach program will serve students in grades 5-8 in rural Vermont and New Hampshire schools. The project team will create four health education modules, each one related to current NIH-supported research by faculty at Dartmouth Medical School (DMS). DMS researchers will collaborate with Montshire Museum's science educators in developing the modules, connecting with students and teachers, and providing support for all aspects of the project. For each module, the project team will support hands-on classroom investigations and independent research using materials, objects and exhibits developed specifically for the program. In addition, professional development institutes for middle school health and science educators will provide science content and instructional strategies needed to successfully implement health science lessons that are aligned with national and state standards for health and science education. The curriculum materials developed for school-based programming also create opportunities for broader public outreach. Montshire's educators will adapt them for special family activities and presentations within the museum setting. The educational curriculum will be designed to provide all participants with information that will assist in making personal health decisions in the subject areas; raise participants' awareness of the ways that culture and media affect their choices; and expose participants to the interesting and relevant research taking place locally, while increasing their understanding of the diversity of health science careers and research processes. A thorough process of formative and summative evaluation will enable the project team to take an iterative approach to curriculum development and to provide the best possible learning experience for participants.
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TEAM MEMBERS: Gregory DeFrancis
resource project Media and Technology
This project's aim is to understand collaboration, cooperation, and learning in the context of a large, distributed virtual organization consisting of children and teachers building web-based simulations and animations using the Scratch software. The PIs will study the nature and patterns of cooperation in the Scratch decentralized learning environment, establish principles to guide the development of systems that foster cooperative attitudes and behaviors, and develop strategies to cultivate computational-thinking capacities that are important for productive cooperation and problem-solving in virtual organizations. The Scratch community consists of over 400,000 registered members discussing, remixing, and reusing more than a million projects. The project is a collaborative project with researchers from MIT, Harvard, and the University of Pennsylvania drawn from computer science, psychology, child development, education, organizational science, and economics. Using a novel combination of experimental and ethnographic methods, the research will provide insights into how young people cooperate in virtual organizations, their attitudes and motivations related to cooperation, and their development of computational-thinking skills and capacities necessary for productive cooperation and creative learning. The researchers expect that the findings will contribute to the design and understanding of more effective virtual organizations, particularly in the areas of learning, education, and cooperative creation. The methods used include observational studies, design interventions, and field experiments. The test bed will be the Scratch community and the evaluations will be done by mining the online record of cooperation in the construction of new simulations and animations. The outcomes of the project will include an improved Scratch environment, design principles for the construction of distributed virtual organizations that encourage cooperation and co-construction of knowledge and artifacts, and new methods of teaching computational thinking in an engaging environment. The Scratch community of 400,000 members will be part of this work. This project is potentially transformative because of the engaging nature of this particular application, because of its applicability to similar virtual communities, and because of its promise to reach a diverse community of learners.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney Yochai Benkler Yasmin Kafai