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
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.
The linked repository contains select resources from the SICIIT NSF project (Supporting Science and Engineering Identity Change in Immersive Interactive Technologies). The project did not reach its main objective, mainly due to disruptions caused by COVID, but we hope that the materials will be a useful resource for follow-up research.
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TEAM MEMBERS:
Stefan RankAyana AllenGlen MuschioAroutis FosterKapil Dandekar
The goal of our project is to develop strategies that effectively engage autistic adolescents in informal STEM learning opportunities that promote the self-efficacy and interest in STEM careers that will empower them to seek out career opportunities in STEM fields.
The research aims are to:
1. Identify evidence-based strategies to engage autistic youth in informal STEM learning opportunities that are well matched to their attentional profiles:
Hypothesis 1: Pedagogical strategies vary in how engaging they are for people with diverse attentional profiles; people with more focused
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Today’s young people have a personal stake in their ability to function with data. Future job prospects might hinge on their ability to participate in the new data economy. But equally, young people are themselves the subjects of data. The datafication of young people’s lives leads to profound questions about childhood, technology, and the equity of access to STEM learning around data, one of which is this: How might young people be empowered in a data-centric world?
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TEAM MEMBERS:
Leanne BowlerMark RosinIrene Lopatovska
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Collaborative robots – cobots – are designed to work with humans, not replace them. What learning affordances are created in educational games when learners program robots to assist them in a game instead of being the game? What game designs work best?
Counterspaces in science, technology, engineering, and mathematics (STEM) are often considered “safe spaces” at the margins for groups outside the mainstream of STEM education. The prevailing culture and structural manifestations in STEM have traditionally privileged norms of success that favor competitive, individualistic, and solitary practices—norms associated with White male scientists. This privilege extends to structures that govern learning and mark progress in STEM education that have marginalized groups that do not reflect the gender, race, or ethnicity conventionally associated with
Maker Education scholarship is accumulating increasingly complex understandings of the kinds of learning associated with maker practices along with principles and pedagogies that support such learning. However, even as large investments are being made to spread maker education, there is little understanding of how organizations that are intended targets of such investments learn to develop new maker related educational programs. Using the framework of Expansive Learning, focusing on organizational learning processes resulting in new and unfolding forms of activity, this paper begins to fill
Computing fields are foundational to most STEM disciplines and the only STEM discipline to show a consistent decline in women's representation since 1990, making it an important field for STEM educators to study. The explanation for the underrepresentation of women and girls in computing is twofold: a sense that they do not fit within the stereotypes associated with computing and a lack of access to computer games and technologies beginning at an early age (Richard, 2016).
Informal coding education programs are uniquely situated to counter these hurdles because they can offer additional
Overlaying Computer Science (CS) courses on top of inequitable schooling systems will not move us toward “CS for All.” This paper prioritizes the perspectives of minoritized students enrolled in high school CS classrooms across a large, urban school district in the Western United States, to help inform how CS can truly be for all.
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TEAM MEMBERS:
Jean RyooTiera TanksleyCynthia EstradaJane Margolis
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking (CT) concepts and practices. Education Development Center (EDC), WGBH’s research partner for the project, conducted an impact study with 108 English-speaking families (4- to 5-year-old children and their families) to test the promise of this CT learning intervention.
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TEAM MEMBERS:
Marisa WolskyHeather LavigneJessica AndrewsAshley Lewis-PresserLeslie CuellarRegan VidiksisCamille Ferguson