Skip to main content

Community Repository Search Results

resource project Professional Development, Conferences, and Networks
The Division of Research on Learning in Formal and Informal Settings (DRL) has funded five resource centers/networks to provide support to five DRL programs, to the PIs connected to those programs, and to STEM education communities. (They are Center for Advancement of Informal Science Education--ISE; Center for Advancing Research and Communication in Science, Technology, Engineering, and Mathematics--REESE; Community for Advancing Discovery Research in Education--DR-K12; ITEST Learning Resource Center--ITEST; Learning and Youth Research and Evaluation Center--AYS.) While the activities of each vary, all conduct reviews of the portfolio, provide technical assistance to projects, and communicate results of project findings or resources to a broader field.

This EAGER project supports exploratory cross-network collaboration around accumulating, synthesizing, and communicating evidence generated by the funded projects and the networks. Specifically, the project enables sharing of data across programs; creating an online presence across the networks; collaborating to provide assistance to projects; and sharing expertise to improve network evaluations. The project will enhance infrastructure to support STEM education, learning, and education research and will expand dissemination of evidence generated by DRL projects and programs. The resulting increased coherence and the identification of productive areas of collaboration should enrich the STEM education field.
DATE: -
TEAM MEMBERS: Sarah-Kathryn McDonald Wendy Pollock Joyce Malyn-Smith Barbara Berns Bronwyn Bevan
resource project Informal/Formal Connections
This research extends the investigator's prior NSF supported work to develop theoretical and empirical understanding of the double bind faced by women of color in STEM fields. That is, their race and gender present dual dilemmas as they move through STEM educational and career paths. The proposed study will identify gaps in our understanding, and identify some of the methodological problems associated with answering outstanding questions about the double bind. The major research question is: What strategies work to enable women of color to achieve higher levels of advancement in STEM academia and professions? The goal is to bring a clearer understanding of the issues which confront women of color as they pursue study of science and engineering, and what factors influence whether they leave or remain in STEM.

The work will employ a highly structured narrative analysis process to identify and quantify factors that have been successful in broadening the participation of minority women in STEM. The research design involves two separate tracks of work: 1) to conduct narrative analysis of primary documents associated with women of color in science; and 2) to conduct site visits and interviews to understand features of programs associated with successful support of women of color in undergraduate and graduate education. The first part is designed to inform the second, with the narrative analysis helping to identify features to look for in site visits and to use in development of interview protocols.

This research will focus on individual and programmatic factors that sustain women of color as they confront barriers to their career goals. It examines institutional strategies and support structures that help women of color ultimately to succeed, and social and pedagogic elements that influence their educational experiences. Although women of color have made some progress over the last three decades towards more equitable participation in STEM fields, the major efforts made to address this issue have not produced the desired outcomes; minority women continue to be underrepresented relative to white women and non-minority men. The factors that account for continued lower participation rates are not yet fully understood.

Beyond the Double Bind is designed to transform the intellectual basis for building future programs that will better enable women of color to be successful in STEM. While focused on women of color, the results will ultimately inform strategies and programs to expand the presence of all women and minorities in STEM.
DATE: -
TEAM MEMBERS: Maria Ong Apriel Hodari
resource project Public Programs
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
DATE: -
TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource project Media and Technology
The Science and Math Informal Learning Education (SMILE) pathway is serving the digital resource management needs of the informal learning community. The science and math inquiry experiences offered by science and technology centers, museums, and out-of-school programs are distinct from those found in formal classrooms. Interactive exhibits, multimedia presentations, virtual environments, hands-on activities, outdoor field guides, engineering challenges, and facilitated programs are just some of the thoughtfully designed resources used by the informal learning community to make science and math concepts come alive. With an organizational framework specifically designed for informal learning resources, the SMILE pathway is empowering educators to locate and explore high-quality education materials across multiple institutions and collections. The SMILE pathway is also expanding the participation of underrepresented groups by creating an easily accessible nexus of online materials, including those specifically added to extend the reach of effective science and math education to all communities. To promote the use of the SMILE pathway and the NSDL further, project staff are creating professional development programs and a robust online community of educators and content experts to showcase best practices tied to digital resources. Finally, to guarantee continued growth and involvement in the SMILE pathway, funding and editorial support is being provided to expansion partners, beyond the founding institutions, to add new digital resources to the NSDL.
DATE: -
resource project Public Programs
This research oriented project integrates the informal and formal science education sectors, bringing their combined resources to bear on the critical need for well-prepared and diverse urban science teachers. It represents a partnership among The City College of New York (CCNY), the New York Hall of Science (NYHOS), and the City University of New York Center for Advanced Study in Education (CUNY-CASE). It integrates the Science Career Ladder, a sustained program of informal science teaching training and employment at the NYHOS, with the CCNY science teacher preparation program. The longitudinal and comparative research study being conducted is designed to examine and document the effect of this integrated program on the production of urban science teachers. Outcomes from this study include a new body of research related to the impact of internships in science centers on improving classroom science teaching in urban high schools. Results are being disseminated to both the informal science education community (through the Association for Science and Technology Centers and the Center for Informal Learning in Schools, an NSF supported Center for Learning and Teaching situated at the San Francisco Exploratorium) and the formal education community (through the National Science Teachers Association and the American Educational Research Association).

The Science Career Ladder program engages undergraduates as inquiry-based interpreters (Explainers) for visitors to the NY Hall of Science. Integrating this experience with a formal teacher certification program enables participants to coordinate experiences in the science center, college science and education classes, and K-12 classrooms. Participants receive a license to teach science upon graduating. The approach has its theoretical underpinnings in the concept of situated learning as noted by Kirshner and Whitson (1997, Situated Cognition: Social, Semiotic and Psychological Perspectives, Mahwah, NJ: Erlbaum). Through apprenticeship experiences, situated learning recreates the complexity and ambiguity of situations that learners will face in the real world. Science centers provide a potentially ideal setting for situational learning by future teachers, allowing them to develop, exercise and refine their science teaching and learning skills as noted by Gardner (1991, The Unschooled Mind, New York: Basic Books).

There is a well-documented shortage of science teachers in urban school districts. The causes of this shortage relate to all phases of the teacher professional continuum, from recruitment through training and retention. At the same time, the demographic composition of American teachers is increasingly out of synch with the demographics of the student population, raising concerns that a critical shortage of role models may be at hand, contributing to a worsening situation in urban schools. In the face of these challenges many innovative teacher recruitment and teacher preparation programs have been developed to augment traditional pathways to teaching. These programs range from high school academies for students expressing an interest in teaching to the recruitment and training of individuals making mid-life career changes. The CLUSTER program described above represents a new alternative. There are more than 250 science centers in the United States. Many of these have extensive youth internship programs and collaborative relationships with local colleges. Therefore, the proposed model is widely applicable.
DATE: -
resource project Media and Technology
The Space Science Institute is developing an astronomy educational social game for the Facebook platform. The game uses the "sporadic play" model popular with many Facebook games, in which players take only a few actions at a time, then return to explore the results. Here players will create their own stars and planetary systems that evolve over time at a rate of a million years a minute. Players set systems in motion, revisiting the game over days or weeks to make new choices and alter strategies. The game is in effect an end-to-end solar system simulation, following a star from birth to death. As a result it encompasses a wide variety of core concepts in astronomy, including galactic structure, stellar evolution and lifecycles, planetary formation and evolution, and habitability and "habitable zones." The accompanying research program will examine the effectiveness of this type of game in informal education, and the effects of the social network on meeting the education goals, including viral spread, cooperative play, and discussions about the game and its underlying content in associated online forums.
DATE: -
TEAM MEMBERS: James Harold Dean Hines Kate Haley Goldman
resource project Public Programs
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
DATE: -
TEAM MEMBERS: Karen Carney Michael Raddick Pamela Gay
resource project Media and Technology
Living Liquid will identify strategies for creating visualization tools that can actively engage the public with emerging research about the ocean's microbes and their impact on our planet. It addresses a critical issue for the ISE field: creating ways for visitors to ask and answer their own questions about emerging areas of science with visualizations. This Pathway project will provide important lessons learned for a future full-scale development project at the Exploratorium's new location over San Francisco Bay, and for informal science educators and other professionals working to create interactive visualization tools using the vast data sets now available. Living Liquid is a collaboration between developers, educators and learning researchers at the Exploratorium, computer scientists at the Visualization Interface and Design Innovation Group at UC Davis, and marine scientists at the Center for Microbial Oceanography Research and Education. The project's research and development process includes a front-end study of visitors' interests and prior knowledge related to ocean microbes, interviews with scientists to identify potential datasets and activities, a survey of candidate visualizations, and a series of prototypes to identify promising strategies to engage visitors with and allow visitors to explore large scientific datasets through visualization tools.
DATE: -
resource project Public Programs
The Liz Lerman Dance Exchange, in partnership with several universities and a science advisory committee of distinguished international researchers in physics and astronomy, is producing "The Matter of Origins," a two-part experimental program that engages the public in explorations of the nature of beginnings and the physics of the origin of matter. Act I takes place in a theater where audiences will experience a dance performance illuminated by video and a vivid soundscape. Act II takes place in an adjacent space where audiences, who will be seated with scientists, historians, philosophers, and religious leaders, can participate in facilitated dialogue about the nature of origins in an immersive environment that incorporates dance, projected images, and provocative questions. The program will be implemented around the country, initially at four universities, with possible expansion to additional venues. The goals of this EAGER project are (1) to develop an innovative model for using dance, digital media, and structured dialogue to attract and engage public audiences in science content and processes and (2) to explore how artistic practices may have broader applications with respect to science learning and research. The intention is to explore how science can be represented in the art and in the experience and not simply interpreted into abstract choreographic expression with a program note. The program elements and outcomes will be evaluated by researchers from Michigan State University who will study impacts on the public and on participating professionals - dancers, scientists, etc. Dissemination of results will be to professional communities in the sciences, arts and informal science education.
DATE: -
TEAM MEMBERS: Liz Lerman
resource project Public Programs
The Astronomical Society of the Pacific, in collaboration with the Institute for Learning Innovation, will implement "Sharing the Universe." This research and implementation project is designed to include both a comprehensive, two-phased research component, as well as a large-scale national dissemination. The intended impacts are to improve the quality and effectiveness of informal science education activities provided by amateur astronomers; increase the frequency of public engagements in astronomy; and broaden the variety of events and diversity of the outreach to include underserved and underrepresented audiences. The project will create a community of practice using club leaders to improve astronomy clubs nationwide through research tools, training and outreach skills. Project deliverables include Phase I research which is designed to gain an understanding of how outreach-orientated clubs function and identify strategies that make successful clubs effective. Phase II will examine a core group of 20 clubs in detail to further understand the outreach culture while using interventions developed from the Phase I results such as a training DVD, Online Resource Library, Outreach Toolkit and a robust community of practice. The final deliverable will be the dissemination of proven strategies and best practices revealed by the research to 200 diverse astronomy clubs across the country. Strategic impact will be realized in increased outreach capacity among amateur astronomers and a strong model for astronomy clubs with proven best practices and resources. It is anticipated this project will reach more than 4,400 amateur astronomers and indirectly impact more than one million Americans in astronomy clubs in four years. Inverness Research will conduct the summative evaluation of the project.
DATE: -
TEAM MEMBERS: James Manning Martin Storksdieck Eric Jones Michael Bennett Greg Schultz
resource project Professional Development, Conferences, and Networks
Taking NPASS (National Partnerships for Afterschool Science) to Scale builds on a previously funded effort (DRL 0515549) designed to provide professional development for out-of-school time (OST) science trainers, administrators, and frontline staff in collaboration with the California School-Age Consortium, the Georgia Afterschool Investment Council, The After-School Institute, Minnesota School Age Child Care Alliance, University of Missouri-Columbia, University of New Hampshire, and the Ohio Child Care Resource and Referral Association. Rutgers University-New Brunswick. The primary target audiences for this project are OST science trainers, administrators of statewide OST networks and frontline staff as well as youth participating in afterschool programs, most of whom are from traditionally underserved and economically challenged groups. Deliverables include three-day, semi-annual train-the-trainer institutes; annual seminars for NPASS leaders; professional development tools; science kits; and the NPASS website. The project design consists of four levels of management and delivery. At Level 1, the NPASS2 primary partners, EDC and the Boston Children's Museum, provide three-day state-based OST Science Trainer Institutes on a semi-annual basis. The Science Trainer Institutes combine hands-on experience with pedagogical training in informal science learning, youth development, and the logistics of working with OST sites. During Level 2, the eight State Leadership Teams recruit two cohorts of OST practitioners to attend Science Trainer Institutes. The new Science Trainers then identify OST sites to attend a series of half-day science trainings in Level 3. Each session introduces and models new science projects for use in afterschool settings, including the NSF-funded Design It! or Explore It! materials. Finally, at Level 4, OST sites serving children from predominantly underserved and underrepresented populations are invited to join the NPASS2 initiative. OST sites receive a materials kit and guide for the activities at each training session. It is estimated that as many as 10 OST state leaders and 100 science trainers will be reached at 750 community sites serving 22,000 youth. The combined intervention has the potential to change the OST landscape. The project evaluation to be conducted by the Goodman Research Group (GRG) employs a longitudinal design to determine participants' growth over time and the magnitude of change among the variables. The formative evaluation is designed to assess the development of the project's deliverables while the summative evaluation focuses on professional audience impacts. The NPASS2 summative evaluation examines the OST science trainers, OST state network administrators, youth workers, and site administrators through a baseline survey, in addition to annual questionnaires and interviews of network administrators and OST site administrators. The pre-post design measures changes in trainers' understanding, attitudes, behavior, and skills related to informal STEM education research or practice. To maximize the efficiency and authenticity of the evaluation, GRG will use the SET/STEM Leader Competencies Rubric currently being developed jointly by EDC in collaboration with the National 4-H Council\'s SET PD Committee.
DATE: -
TEAM MEMBERS: Charles Hutchison Timothy Porter Ellen Gannett
resource project Media and Technology
Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity? Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won?t just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a ?promising practice? for increasing gender diversity in IT.
DATE: -
TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney