RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
Framing: Broadening participation and achieving equitable outcomes has been a core goal of the science museum field for over two decades. However, how to make progress has proven an intractable problem.
Methods: Focusing on five organizations who officially committed to diversity, equity, access, and inclusion (DEAI) by participating in a national professional development program, the researchers investigate how science museums attempt to enact internally-focused change via a mixed methods case study.
Findings: While these organizations considered a variety of structurally focused change
Informal STEM field trip programming is a large, yet under-researched area of the education landscape. Informal STEM education providers are often serving a more privileged section of society, leading to a risk of perpetuating inequalities seen throughout the education landscape. In an attempt to address the lack of research, this thesis explores the relationship between educational equity and informal STEM field trips. The intention was to collect data using a critical ethnography approach to the methods of qualitative questionnaire and interviews of informal STEM educators. A change in
The making and tinkering movement has become increasingly mainstream over the past decade, pioneered in part through the popularity of magazines like `Make', events such as Maker Faire and DIY websites including `Instructables'. Science centres and museums have been developing their own ideas, notably the Tinkering Studio at the Exploratorium. In this commentary piece, we reflect on why this movement has a strong appeal for the Life Science Centre in Newcastle upon Tyne and why we are in the process of developing a new making and tinkering space to help us enact our centre's vision to `Enrich
In this article I critically examine the historical context of science education in a natural history museum and its relevance to using museum resources to teach science today. I begin with a discussion of the historical display of race and its relevance to my practice of using the Museum’s resources to teach science. I continue with a critical review of the history of the education department in a natural history museum to demonstrate the historical constitution of current practices of the education department. Using sociocultural constructs around identity formation and transformation, I
This zine summarizes the book "Equity, Exclusion and Everyday Science Learning." It provides an accessible graphic introduction to how inequalities in everyday science learning happen, so that we can get to a place where everyday science learning practices could disrupt and transform social inequities rather than reproducing them.
One way to encourage youth to pursue training in the STEM fields and enter the STEM workforce is to foster interest and engagement in STEM during adolescence. Informal STEM Learning Sites (ISLS) provide opportunities for building interest and engagement in the STEM fields through a multitude of avenues, including the programming that they provide for youth, particularly teens. Frequently, ISLS provide opportunities to participate in volunteer programs, internships or work, which allow teens both to learn relevant STEM knowledge as well as to share that knowledge with others through opportunities to serve as youth educators. While youth educator programs provide rich contexts for teens to engage as both learners and teachers in these informal STEM environments, research to date has not yet identified the relationship between serving as youth educators and STEM engagement. Thus, the goal of this project is to document the impact of youth educators on visitor learning in ISLS and to identify best practices for implementing youth educator programs. The project studies STEM interests and engagement in the youth participants and the visitors that they interact with at six different ISLS in the US and UK. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences.
This project examines youth educator experiences related to STEM identity, educational aspirations, and motivation. The project also identifies outcomes that the youth educators have on visitors to ISLS in terms of knowledge, interest, and engagement in STEM. The specific aims are: 1) Outcomes for Teens - To measure the longitudinal impact of participation in an extended youth educator experience in an ISLS; 2) Outcomes for Visitors - To compare visitor engagement with and learning from exhibits in ISLS when they interact with a youth educator, relative to outcomes of interacting with an adult educator or no educator; and 3) Outcomes Across Demographics and STEM Sites - To examine differences in visitor engagement based on participant characteristics such as socio-economic status (SES), age, gender, and ethnicity and to compare outcomes of youth educator experiences across different types of ISLS. This research, which draws on expectancy value theory and social cognitive theory, will follow youth participants longitudinally over the course of 5 years and use latent variable analyses to understand the impact on the youth educators as well as the visitors with whom they interact. Importantly, the results of this research will be used to develop best practices for implementing youth educator programs in ISLS and the results will be disseminated to both academic and practice-based communities.
This project has clear and measurable broader impacts in a variety of ways. First, the project provides guidance to improve programming for youth in ISLS, including both the sites involved directly in the research and to the larger community of ISLS through evaluation, development, and dissemination of best practices. Additionally, this project provides rigorous, research-based evidence to identify and describe the outcomes of youth educator programs. This study directly benefits the participants of the research, both the visiting public and the youth educators, through opportunities to engage with science. The findings speak to issues of access and inclusivity in ISLS, providing insight into how to design environments that are welcoming and accessible for diverse groups of learners. Finally, this project provides evidence for best practices for ISLS in developing programs for youth that will lead to interest in and pursuit of STEM careers by members of underrepresented groups.
DATE:
-
TEAM MEMBERS:
Adam Hartstone-RoseMatthew IrvinKelly Lynn MulveyElizabeth ClemensLauren ShenfeldAdam RutlandMark WinterbottomFrances BalkwillPeter McOwanKatie ChambersStephanie TylerLisa Stallard
Socially inclusive science communication has to take place where people spend most of their time — within their communities. The concept of knowledge rooms uses empty shops in socially disadvantaged urban areas for offering low-threshold, interactive science center activities. The commentary carves out essential features that contributed to the success of the pilot project. Most importantly, the knowledge rooms had to be welcoming and comfortable for visitors of various backgrounds. The spaces were easy to access, the initiators were seen as trustworthy actors by temporarily becoming part of
Long aware that people from working-class, low-income, and ethnic minority backgrounds do not visit, informal science education institutions often attribute lack of visitorship to cost or barriers to access. Dawson argues that such institutions are not inclusive due to social factors that reinforce the experience of difference, discomfort, and inaccessibility for these minority groups.
Our goal is to demonstrate an educational model fully commensurate with the demands of the 21st Century workforce, and more specifically, with the emerging “green-tech” economy. We recognize a pressing need creating more sustainable solutions for the (human) built-environment and of stabilizing economic patterns that uphold sustainable systems. to prepare citizens for the challenges of The ASCEND model is designed to encourage these societal shifts, but at the same time, it is an attempt to put theory into practice - activating educational practices aligned with research on human development and cognition. For some time now strong recommendations for apprenticeship learning have emphasized the function of legitimate peripheral participation – the possibility of which becomes more prevalent in robust communities of practice. As compared to top-down approaches (typical of formal education settings) these "learning communities" are seen as being more closely aligned with our natural propensities for learning and cognition. ASCEND represents a design-experiment -an attempt to learn how we can create and sustain opportunities for apprenticeship learning in an interdisciplinary arena at the leading edge of technical innovation. In addition, the ASCEND model introduces and examines the efficacy of “digital storytelling” as an alternative to more traditional forms of apprenticeship learning and as a means to engage and advance this and future generations in STEM. A further goal is to develop innovative measures of assessment commensurate with this new model of apprenticeship learning. Finally ASCEND explore how informal learning organizations (museums, libraries, preserves etc.) can use digital storytelling to develop community-driven programs inclusive of at-risk youth and other hard to reach audiences.