Materials play an important role in learning. Humans actors use materials in particular ways depending on the context and materials also can shape how human actors use materials. This study explores the dialogical relationship between the participants and materials in suminagashi, a Japanese paper marbling activity. We found that materials that are traditionally thought of as art materials, such as paintbrushes, are used to support practices often considered science practices, such as experimentation.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Programming includes
Neighborhood Walks led by teams of scientists/engineers and artists
Community Workshops, Local Artist Projects, and Youth Mentorship focused on neighborhood and citywide water issues
Intergenerational participation, from seniors and adult learners to young adults, teens, and middle schoolers
The pilot and feasibility study will develop instructional workshops for an adult population of quilters to introduce them to computational thinking. By leveraging pre-existing social structures, skill sets, and engagement in quilting, the researchers hope to help participants develop computer science and computational thinking knowledge and skills.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
In Research + Practice Partnerships with 4 makerspaces in 2 cities, we pursue equity-oriented STEM-rich making with youth from historically underrepresented backgrounds, particularly BIPOC youth and youth in refugee & low-income communities, towards developing:
a theory-based and data-driven framework for equitably consequential making
a set of individual-level and program-level cases with exemplars of equitably consequential making (and the associated challenges) that can be used by researchers and practitioners for guiding the field
an initial set of guiding principles (with
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Our overarching goal is to better understand the particulars of how and why youth co-make in life-based and STEM-rich ways with families and communities, such that we can better infrastructure community-based maker programs in support of youth learning and well-being.
This poster was presented at the 2021 NSF AISL Awardee Meeting.
Many informal learning institutions use STEAM approaches to engage diverse learners. Our project aims to support educators in libraries, museums, and after school programs through a STEAM professional development (PD) series. Our PD approach is centered around a set of core STEAM practices that prioritize STEAM mindset and identity work. Participants engage in exemplar activities and design new experiences for their specific teaching and learning contexts. The series involves in- person sessions, online training, and team
This poster was presented at the 2021 NSF AISL Awardee Meeting. Youth Radio (YR) Media is a national network of journalists, designers, developers and artists ages 14-24 who create media and technology that address key social issues — including, since 2019, A.I. through an ethics and equity lens. Participants are primarily youth of color and those contending with economic and other barriers to full participation in STEM.