Skip to main content

Community Repository Search Results

resource project Media and Technology
This project will teach foundational computational thinking (CT) concepts to preschoolers by creating a mobile app to guide families through sequenced sets of videos and hands-on activities, building on the popular PBS KIDS series Work It Out Wombats!
DATE: -
TEAM MEMBERS: Marisa Wolsky Janna Kook Jessica Andrews
resource project Exhibitions
History Colorado (HC) conducted an NSF AISL Innovations in Development project known as Ute STEM.
DATE: -
TEAM MEMBERS: Elizabeth Cook Sheila Goff Shannon Voirol JJ Rutherford
resource project
iPlan: A Flexible Platform for Exploring Complex Land-Use Issues in Local Contexts
DATE: -
TEAM MEMBERS:
resource research Professional Development, Conferences, and Networks
A brief summary of the results of an analysis of 137 pieces of literature reviewed as part of the project’s comprehensive literature review, focusing specifically on the range of ways imagination is positioned in relation to STEM (as a trait or capability, an outcome, a process, a theoretical framework, or as valuable).
DATE:
TEAM MEMBERS: Sarah May
resource research Professional Development, Conferences, and Networks
This resource presents a list of categories of “imaginative ways of thinking” as well as word clouds illustrating the huge range of ways imagination is described in literature at the intersections of imagination and STEM. This resource reflects results from a comprehensive review of 137 pieces of literature addressing the intersections of imagination and STEM.
DATE:
TEAM MEMBERS: Sarah May Sonya Harvey-Justiniano
resource research Public Programs
This document categorizes several strategies for fostering imaginative thinking, emergent from our review of literature. Strategies are organized by high-level categories, sub-categories, and specific actions educators or experience designers can take to foster imagination in a range of contexts. The resource also includes relevant citations for further exploration of these strategies. This resource reflects results from a comprehensive review of 137 pieces of literature addressing the intersections of imagination and STEM.
DATE:
resource project Public Programs
This project focuses on environmental health literacy and will explore the extent to which diverse rural and urban youth in an out-of-school STEM enrichment program exhibit gains in environmental health literacy while engaged in learning and teaching others about community resilience in the face of changing climates. Science centers and museums provide unique opportunities for youth to learn about resilience, because they bring community members together to examine the ways that current science influences local decisions. In this project, teams of participating youth will progress through four learning modules that explore the impacts of changing climates on local communities, the local vulnerabilities and risks associated with those changes, possible mitigation and adaptation strategies, and building capacities for communities to become climate resilient. After completion of these modules, participating youth will conduct a resilience-focused action project. Participants will be encouraged to engage peers, families, friends, and other community stakeholders in the design and implementation of their projects, and they will gain experience in accessing local climate and weather data, and in sharing their findings through relevant web portals. Participants will also use various sensors and web-based tools to collect their own data.



This study is guided by three research questions: 1) To what extent do youth develop knowledge, skills, and self- efficacy for developing community resilience (taken together, environmental health literacy in the context of resilience) through participation in museum-led, resilience-focused programming? 2) What program features and settings foster these science learning outcomes? And 3) How does environmental health literacy differ among rural and urban youth, and what do any differences imply for project replication? Over a two- year period, the project will proceed in six stages: a) Materials Development during the first year, b) Recruitment and selection of youth participants, c) Summer institute (six days), d) Workshops and field experiences during the school year following the summer institute, e) Locally relevant action projects, and f) End- of-program summit (one day). In pursuing answers to the research questions, a variety of data sources will be used, including transcripts from youth focus groups and educator interviews, brief researcher reflections of each focus group and interview, and a survey of resilience- related knowledge. Quantitative data sources will include a demographic survey and responses to a self-efficacy instrument for adolescents. The project will directly engage 32 youth, together with one parent or guardian per youth. The study will explore the experiences of rural and urban youth of high school age engaged in interactive, parallel programming to enable the project team to compare and contrast changes in environmental health literacy between rural and urban participants. It is anticipated that this research will advance knowledge of how engagement of diverse youth in informal learning environments influences understanding of resilience and development of environmental health literacy, and it will provide insights into the role of partnerships between research universities and informal science centers in focusing on community resilience.
DATE: -
TEAM MEMBERS: Kathleen Gray Dana Haine
resource research Public Programs
BACKGROUND: Environmental health risks are disproportionately colocated with communities in poverty and communities of color. In some cases, participatory research projects have effectively addressed structural causes of health risk in environmental justice (EJ) communities. However, many such projects fail to catalyze change at a structural level. OBJECTIVES: This review employs Critical Interpretive Synthesis (CIS) to theorize specific elements of participatory research for environmental health that effectively prompt structural change in EJ communities. METHODS: Academic database search
DATE:
TEAM MEMBERS: Leona Davis Monica Ramirez-Andreotta
resource research Media and Technology
Educational programming on digital video platforms such as YouTube wrestle with gender disparities in viewership. When men engage with science and technology content on digital platforms more than women, gender gaps in the understanding of, engagement with, and interest in STEM may intensify. Therefore, there is a critical need for more research aiming to aid in our understanding of these gender differences. This study provides evidence that the gender gaps may exist not in the use of YouTube itself, but with the engagement with science and technology content on the platform. Furthermore
DATE:
TEAM MEMBERS: Asheley Landrum
resource evaluation Public Programs
This by the project external evaluation partner presents findings from the first phase of the Co-Created Public Engagement with Science project (CC-PES). The CC-PES project has sought to bring together informal science education institutions, civic partners, and community partners to create forums that address socio-scientific issues that are important to audience being served. The project is designed to lead these collaborative teams through three key steps of public engagement with science: agenda setting (identifying the topic of interest and designing a forum to address it), decision
DATE:
TEAM MEMBERS: Claire Quimby
resource evaluation Exhibitions
RK&A conducted prototype testing for the Game Changers exhibition with a general public adult audience (18 years and older). The Game Changers exhibition is being developed by the Lemelson Center for the Study of Invention and Innovation at the National Museum of American History.
DATE:
TEAM MEMBERS: Amanda Krantz
resource evaluation Exhibitions
With assistance from Access Smithsonian, RK&A conducted prototype testing for the Game Changers exhibition with nine adults who identify as having low vision or limited mobility. The Game Changers exhibition is being developed by the Lemelson Center for the Study of Invention and Innovation at the National Museum of American History.
DATE:
TEAM MEMBERS: Amanda Krantz