In collaboration with TERC and informal learning organizations across the United States, COSI’s Center for Research and Evaluation (CRE) is part of an NSF-funded project, Research to Understand and Inform the Impacts of Ambient and Designed Sound on Informal STEM Learning.
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
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TEAM MEMBERS:
Remy DouHeidi CianZahra HazariPhilip SadlerGerhard Sonnert
There is growing interest in stories as potentially powerful tools for science learning. In this mini-review article, we discuss theory and evidence indicating that, especially for young children, listening to and sharing stories with adult caregivers at home can make scientific ideas and inquiry practices meaningful and accessible. We review recent research offering evidence that stories presented in books can advance children’s science learning.
An adapted three-dimensional model of place attachment is proposed as a theoretical framework from which place-based citizen science experiences and outcomes might be empirically examined in depth.
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TEAM MEMBERS:
Julia ParrishYurong HeBenjamin Haywood
This paper presents synthesized research on where XR is most effective within a museum setting and what impact XR might have on the visitor experience.
This resource presents a catalog of 25 unique projects, with short descriptions and details about how each project integrates imagination. To support practitioner use, the projects are indexed by title, contributor, project context and format, project audiences, and imaginative ways of thinking. Projects in this resource were selected from works shared by Unpacking the STEM Imagination Convening participants, and works reviewed as part of a comprehensive literature review on imagination in STEM.
This resource presents a one-page summary of the methods, results, and conclusions from a comprehensive literature review of 137 pieces of literature addressing the intersections of imagination and STEM. The research questions guiding this comprehensive literature review were: (a) What types of literature address imagination in STEM (science, technology, engineering, and math) education and practice? (b) How does the literature define imagination? (c) How does the literature position the role of imagination in STEM? Details of the literature review results can be found summarized in other
A brief summary of the results of an analysis of 137 pieces of literature reviewed as part of the project’s comprehensive literature review, focusing specifically on the range of ways imagination is positioned in relation to STEM (as a trait or capability, an outcome, a process, a theoretical framework, or as valuable).
This resource presents a list of categories of “imaginative ways of thinking” as well as word clouds illustrating the huge range of ways imagination is described in literature at the intersections of imagination and STEM. This resource reflects results from a comprehensive review of 137 pieces of literature addressing the intersections of imagination and STEM.
Abstract STEM education programs are often formulated with a "hands-on activities" focus across a wide array of topics from robotics to rockets to ecology. Traditionally, the impact of these programs is based on surveys of youth on program-specific experiences or the youths’ interest and impressions of science in general. In this manuscript, we offer a new approach to analyzing science programming design and youth participant impact. The conceptual framework discussed here concentrates on the organization and analysis of common learning activities and instructional strategies. We establish
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