Skip to main content

Community Repository Search Results

resource project Public Programs
This exploratory learning research and design project will study how to use emerging technologies to help document practices in maker-based learning experiences. Despite its established potential for consolidating learning and sense-making, project documentation is often overlooked, not prioritized or seen as burdensome and therefore not integrated into the learning experiences. The project team seeks to understand and address with practice partners the barriers to documentation by systematically exploring how to physically embed and incorporate smart tools and documentation practices into learning environments, specifically creative hands-on learning spaces, like makerspaces. The goal is to understand how to scaffold learners to become more aware, reflective and attentive to their progress towards learning outcomes by embedding supportive tools physically in space as the actions unfold. Making and maker-based learning experiences offer tremendous opportunities to more fully engage diverse learners in STEM education and build a workforce prepared for innovation. Documentation of these learning experiences, both as an authentic practice that professionals engage in as well as an assessment practice for instruction, is often not supported. The project will create open source documentation for solutions and develop supporting case studies, web resources and guides to facilitate easy uptake and adoption of promising approaches.

This proposal will make significant research contributions in three ways: (1) develop and iteratively test a suite of embedded "smart" tools designed to scaffold, manage and trace process documentation practices; (2) study the integration of these tools in formal and informal activities and programs settings and characterize their influence on instruction and the assessment of learning outcomes; (3) establish a set of rubrics based on learner data streams to aid instruction and mark learner progress. Improving documentation practices and the assessment of learning outcomes will advance making as a core STEM educational activity. Through a better understanding of why and how to place networked documentation tools sensitive to space, time and context cues, the threshold for enactment and scaffolded usage can be lowered in a broader range of settings. Ultimately, this exploratory project will not only develop an integrated set of situated documentation tools, but also help us develop hypotheses for how documentation as a mediating process productively supports learning.

The Discovery Research K-12 program (DRK-12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. The Multimedia Immersion (MI) project is will develop, pilot, and evaluate a nine-week STEM-rich multimedia production course for high school students. MI will make important contributions to the field through its efforts to design and evaluate the promises and challenges of a nine-week multimedia curriculum in multiple urban high schools. The MI course will engage teams of students to develop a personally and socially relevant storyline that guides their use of accessible audio and video technologies to create a five-minute animated video. To develop student STEM experience and provide technical support, the project will provide guidance and learning experiences in engineering (e.g., criteria, constraints, optimization, tradeoffs), science (e.g. sound, light, energy, mechanics) and multimedia technologies (e.g., computer based audio production, video editing and visualizations through animatics (i.e., shooting a succession of storyboards with a soundtrack). animatics).

Because the curriculum situates engineering and science learning in the context of multimedia production, there are natural synergies with several existing high school courses including engineering design, audio/video media production, and multimedia technology. Although these courses are typically electives in high school, developing a 5-minute animated short on a topic of interest may encourage girls and students from underrepresented groups to select this course over other electives. MI will impact 10 teachers and approximately 250 high school students per year. The project will result in the following resources: nine-week curricular unit (multimedia, science, engineering); assessments to monitor student learning of science, engineering and technology (design logs); and research on changes in student knowledge, interest, and a nine-week curricular unit (multimedia, science, engineering). Project resources will be disseminated to teachers, researchers, and curriculum and professional development providers via conference presentations, publications, and online webinars.

The MI project builds on student familiarity and interest in music, video and technology to promote an: (1) understanding of engineering design and physics and an (2) an appreciation of the fundamental role of STEM in popular culture. Project evaluation will be conducted using student surveys and an examination of work products in conjunction with implementation challenges and successes to generate evidence for the feasibility and utility of a high school multimedia course that explicitly addresses science and engineering learning. Project evaluation will use student design logs as a window into student design processes and conceptual understanding. Student design logs are an essential feature of MI curriculum design. With an appropriate structure, these design logs can inform teaching, afford an opportunity for students to reflect on their own work, and provide evidence of student thinking and learning for assessment purposes. Using student design logs as a window into students? design process and conceptual understanding is an important contribution to the engineering education community which has few options for measuring student knowledge in ways that are consistent with the hands-on, iterative nature of the design process.
DATE: -
TEAM MEMBERS: Marti Louw Daragh Byrne Kevin Crowley
resource project Media and Technology
Reconceptualizing STEM + Computing Literacy is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance multidisciplinary integration of computing and computational thinking in K-12 science, technology, engineering, and mathematics (STEM) teaching and learning through applied research and development across one or more domains, and broadening participation in computing and computing-related fields. The project will study the integration of computational thinking as part of a new and more contemporary perspective of STEM literacy, and will design, develop, and beta-test a prototype literacy assessment tool that will measure computational thinking literacy along with measures of literacy in other STEM content areas. The tool will be available to the general public as a self-measurement application (App) that can be used by individuals to test their own literacy, and by teachers, schools, and informal educators and organizations to assess literacy development in their students and in their STEM education programs. This transdisciplinary research project will begin the process of creating an innovative approach and tool for measuring literacy that will expand the definition of literacy to include computational skills along with science reasoning. Literacy is an important concept and measurement that has traditionally been used to assess an individual's knowledge of science. This project will explore a broader literacy perspective that incorporates learning derived from out of school and one that incorporates computational skills and thinking as part of a more contemporary perspective of STEM literacy. A prototype web-based App allowing individuals and education organizations to assess literacy levels, and ways to enhance literacy, will be developed and studied. The methodology will be developed using discussions and knowledge from over 60 experts across computing, education, science, social science, and other STEM fields using a Delphi method to engage in reconceptualization of literacy. The hypothesis is that this new STEM+C literacy framework should be structured along four interacting but semi-independent domains: 1) general STEM+C knowledge; 2) self-defined areas of STEM+C knowledge and expertise; 3) attitudes and beliefs related to STEM+C; and 4) the skills and competencies necessary to participate in STEM+C related pursuits and discussions, including measures of modes of STEM+C thinking. Each of these four domains is likely to include numerous sub-domains and associated descriptors, which collectively describe the different aspects of being a STEM+C literate citizen. The application will be designed to provide feedback to individuals on their knowledge, attitudes and skills compared with those of others and suggest ways to enhance and improve their skills and understanding through an embedded feedback mechanism. This project creates public benefit by providing individuals and organizations with a responsive real-time understanding measuring STEM+C literacy, deepening the dialogue about the value of public engagement in science, engineering, technology, math and computing and revealing the dynamic factors that inform STEM+C literacy.
DATE: -
resource project Professional Development, Conferences, and Networks
This project supports the Broader Impacts and Outreach Network for Institutional Collaboration (BIONIC), a national Research Coordination Network of Broader Impacts to support professionals who assist researchers to design, implement, and evaluate the Broader Impacts activities for NSF proposals and awards. All NSF proposals are evaluated not only on the Intellectual Merit of the proposed research, but also on the Broader Impacts of the proposed work, such as societal relevance, educational outreach, and community engagement. Many institutions have begun employing Broader Impacts support professionals, but in most cases, these individuals have not worked as a group to identify and share best practices. As a consequence, there has been much duplication of effort. Through coordination, BIONIC is expected to improve efficiency, reduce redundancy, and have significant impact in several areas: 1) Researchers will benefit from an increased understanding of the Broader Impacts merit review criterion and increased access to collaborators who can help them design, implement, and evaluate their Broader Impacts activities; 2) Institutions and research centers will increase their capacity to support Broader Impacts via mentoring for Broader Impacts professionals and consulting on how to build Broader Impacts support infrastructure, with attention to inclusion of non-research-intensive universities, Historically Black Colleges and Universities, and Hispanic- and Minority-Serving Institutions that may not have the resources to support an institutional Broader Impacts office; and 3) NSF, itself, will benefit from a systematic and consistent approach to Broader Impacts that will lead to better fulfillment of the Broader Impacts criterion by researchers, better evaluation of Broader Impacts activities by reviewers and program officers, and a system for evaluating the effectiveness of Broader Impacts activities in the aggregate, as mandated by Congress and the National Science Board. Through its many planned activities, BIONIC will ultimately help advance the societal aims that the Broader Impacts merit review criterion was meant to achieve.

The main goals of the project will be accomplished through the four specific objectives: 1) Identify and curate promising models, practices, and evaluation methods for the Broader Impacts community; 2) Expand engagement in, and support the development of, high-quality Broader Impacts activities by educating current and future faculty and researchers on effective practices; 3) Develop the human resources necessary for sustained growth and increased diversity of the Broader Impacts community; and 4) Promote cross-institutional collaboration and dissemination for Broader Impacts programs, practices, models, materials, and resources. BIONIC will facilitate collaborative Broader Impacts work across institutions, help leverage previously developed resources, support professional development, and train new colleagues to enter into the Broader Impacts field. This project will improve the quality and sustainability of Broader Impacts investments, as researchers continue to create unique and effective activities that are curated and broadly disseminated. BIONIC will create a network designed to assist NSF-funded researchers at their institutions in achieving the goals of the Broader Impacts Review Criterion. In so doing, BIONIC will promote Broader Impacts activities locally, nationally, and internationally and help to advance the Broader Impacts field.

This award is co-funded by the Divisions of Molecular and Cellular Biosciences and Emerging Frontiers in the Directorate for Biological Sciences and by the Division of Chemistry in the Directorate for Mathematics and Physical Sciences.
DATE: -
resource project Public Programs
Brokering Youth Pathways was created to share tools and techniques around the youth development practice of “brokering” or connecting youth to future learning opportunities and resources.

This toolkit shares ways in which various out-of-school educators and professionals have approached the challenge of brokering. It provides a framework, practice briefs and reports that focus on a particular issue or challenge and provide concrete examples, as well as illustrate how project partners partners worked through designing new brokering routines in partnership with a research team.
DATE: -
resource research Public Programs
Science museums have made a concerted effort to work with researchers to incorporate current scientific findings and practices into informal learning opportunities for museum visitors. Many of these efforts have focused on creating opportunities and support for researchers to interact face-to-face with the public through, for example, speaker series, community forums, and engineering competitions. However, there are other means by which practicing scientists can find a voice on the museum floor—through the design and development of exhibits. Here we describe how researchers and museum
DATE:
TEAM MEMBERS: Denise King Joyce Ma Angela Armendariz Kristina Yu
resource research Media and Technology
With stories of struggle and dramatic breakthroughs, science has incredible potential to interest the public. However, as the rhetoric of outrage surrounds controversies over science policy there is an urgent need for credible, trusted voices that frame science issues in a way that resonates with a diverse public. A network of informal educators, park rangers, museum docents and designers, and zoo and aquarium interpreters are prepared to do so during millions of visits a year; just where science stories are most meaningfully told—in the places where members of the public are open to learning
DATE:
TEAM MEMBERS: Martha Merson
resource research Professional Development, Conferences, and Networks
In May, 2017, the University of Michigan School of Information hosted an NSF-funded workshop on the promise and pitfalls of using digital micro-credentials, also known as digital badges, in the college admission process. Micro-credentials are digital artifacts that can be used to recognize, display, and transmit information about an individual student’s skills, abilities, and knowledge. Modeled on the physical badges used by organizations such as the Boy/Girl Scouts of America, and websites such as Stack Overflow, micro-credentials offer learners a mechanism for displaying and sharing a wider
DATE:
TEAM MEMBERS: Barry Fishman Stephanie Teasley Steven Cederquist
resource research Media and Technology
"PLUM RX: Researching a new pathway for bringing active science exploration to urban families" is a project that makes use of public media resources to create innovative opportunities to bring environmental science learning to the hard-to-reach audience of urban families. As part of this project, media producers at WGBH and researchers at EDC worked together to: (1) develop a new pathway for bringing active environmental science exploration to urban families with children ages 6-9; (2) expand PLUM LANDING’s media assets to support urban families and informal educators when engaging in
DATE:
TEAM MEMBERS: Marisa Wolsky Mary Haggerty Jessica Andrews Marion Goldstein Lauren Bates Jamie Kynn Elizabeth Pierson Lisa Famularo Kelley Durham
resource research Media and Technology
This report looks across multiple phases of work to discuss the PLUM Rx project’s contribution to broader knowledge about supporting children’s active, outdoor science exploration in informal, urban settings. The PLUM LANDING Explore Outdoors Toolkit that resulted from this work is designed for use by outdoor prescription programs and a broad range of informal education programs serving urban children and families. This report describes (1) the rationale for the design principles that guided Toolkit development, (2) the Toolkit components developed in accordance with the design principles; and
DATE:
TEAM MEMBERS: Marisa Wolsky Mary Haggerty Jessica Andrews Marion Goldstein Lisa Famularo Jamie Kynn Elizabeth Pierson
resource evaluation Public Programs
This is the summative evaluation for the My Sky Tonight: Early Childhood Pathways to Astronomy is a National Science Foundation funded Full-Scale Development project that was designed to support informal science education practitioner’s ability to provide astronomy learning for young children ages 3-5 years. Based on prior research and assessment of the field, the project team identified that many informal educators lack the astronomy content, interpretive strategies, and confidence they need to effectively engage audiences of families with preschool-aged children. Three mechanisms were
DATE:
TEAM MEMBERS: Sasha Palmquist
resource research Public Programs
This study was designed to examine narratives that families recorded shortly after visiting the Tinkering Lab at the Chicago Children’s Museum. We view this work as intersecting with the event memory literature concerning variations in parental reminiscing styles for talking about past events (Fivush, Haden, Reese, 2006). The study also connects with efforts to assess learning in museum settings (Haden, Cohen, Uttal, & Marcus, 2016).
DATE:
TEAM MEMBERS: Lauren Pagano Danielle Nesi Destinee Johnson Diana Acosta Catherine Haden David Uttal Perla Gamez
resource research Public Programs
These are questions for fine tuning a tinkering experience as part of a museum university partnership on how to engineer an engineering experience.
DATE:
TEAM MEMBERS: Chicago Children's Museum Catherine Haden