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resource project Public Programs
The Queens Borough Public Library (QBPL) will develop "Science in the Stacks," an integrated, multi-sensory, self-paced informal learning environment within its forthcoming Children's Library Discovery Center. It will include 36 Discovery Exhibits developed by the Exploratorium, three Learning Carts for scripted activities by librarians, six Information Plazas, a Discovery Teens program, a web site and supporting educational activities. The theme will be multiple pathways to the world of information. QBPL will be collaborating locally with the New York Hall of Science and the Brooklyn Children's Museum. Overall, QBPL receives some 16 million visits per year; the target audience for this project is children ages 3 to 12. In addition to its public impact, "Science in the Stacks" will have professional impact on both the science center and library fields, showing how it is possible to combine their different modes of STEM learning in complementary ways. Although library-museum colaaborations are not new, this one is the first attempt to combine their respective learning resources on a large scale. It offers the potential to serve as a new model for both fields, enabling visitor (patron) entry into self-directed STEM learning through books, media, programs or hands-on activities.
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TEAM MEMBERS: Nick Buron Lorna Rudder-Kilkenny Thomas Rockwell Marcia Rudy
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource project Media and Technology
The Self-Reliance Foundation (SRF) requests Phase II support from NIH for the "Hispanic Role Model and Science Education Outreach Project." The project's goal is to develop daily, nationally broadcast, Spanish-language radio programming which encourages the development of science literacy in relation to biomedical research, introduces careers in biomedical research and other health sciences, and provides parents with information on how their children can achieve academic success. In addition, SRF proposes to support further learning through an 800-telephone number outreach service which links listeners with information and local resources, a related Web site with resources and links related to program topics, and a weekly newspaper column. SRF's daily programs reach a cumulative weekly audience of over two million. Through the proposed three year project, SRF can produce 90 short-form (two to five minute) and six one-hour programs on biomedical research, science education, and careers that will reach over two to three million listeners each week in the U.S. and additional listeners throughout the Western Hemisphere. The radio programs are already broadcast daily or weekly on over 100 Spanish-language stations reaching 80% of U.S. Hispanics. The programs will bring listeners the latest information on biomedical findings and how to use this information in everyday life, inspirational interviews with Hispanic biomedical research scientists, and practical information for students and parents on how to pursue careers at all levels in biomedical research fields and the health professions. Through partnerships with the Society for Advancement of Chicanos and Native Americans in Science (SACNAS), the National Coalition of Hispanic Health and Human Services Organizations (COSSMHO), the ASPIRA Association, and other national groups, SRF will identify Hispanic biomedical research scientists and health care practitioners as experts in the development of editorial content of shows and as guests for role model interview shows.
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TEAM MEMBERS: Robert Russell Javier Sierra Jose Aponte
resource project Public Programs
Indian River State College (IRSC) will develop a digital literacy program to help build interest in scientific inquiry; ability to locate STEM resources in digital format; and scientific and digital literacy skills among up to 7,500 learners at IRSC's Adult Education Career Pathways, the Center for Media and Journalism Studies, the Career Pathways Initiatives Program, STEM baccalaureate programs, and the Upward Bound Math/Science program. The project will feature the use of new presentation apps in a small group or peer-led environment delivered using face-to face, synchronous, and asynchronous methods. The program will also have an instructional/application track for library employees with supplementary content for the user. Formal and informal assessments of learning will measure the acquisition of knowledge and curriculum strength.
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TEAM MEMBERS: Patricia Profeta
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai